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Atasa

Cleric (Domain of Life) 3 Class & Level
Acolyte Background
Forest Gnome Race
Neutral Good Alignment

Strength 13
+1
Dexterity 9
-1
constitution 14
+2
intelligence 12
+1
wisdom 15
+2
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
-1 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+3 Charisma
saving throws
-1 Acrobatics
+2 Animal Handling
+1 Arcana
+1 Athletics
+1 Deception
+1 History
+4 Insight
+1 Intimidation
+1 Investigation
+4 Medicine
+1 Nature
+2 Perception
+1 Performance
+3 Persuasion
+3 Religion
-1 Sleight of Hands
-1 Stealth
+2 Survival
skills

 
15
Armor Class
24
Hit Points
-1
Initiative
25ft.
Speed
WeaponAttackDamageRange
Mace 1d20+3 melee 1d6+1 bludgeoningxxx
Light Crossbow 1d20+1 1d8-1 80/320
Attacks
Skills: Insight, Medicine, Persuasion, Religion
Languages: Common, Elvish, Gnomish, Celestial
Proficiences
Attack: +4
Save DC: 12
Spellcasting
Scale mail (AC 14), shield (AC +2), mace
Equipment
Natural Illusionist, Speak with small Beasts

Ritual Casting, Discipline of Life (healing bonus 2+spell level)
Channel Divinity (1 use betw. short or long rests)
-> Turn Undead
-> Preserve Life (heal 15 hp)
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 248 SRD

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

SRD

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials A firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 action
Range Touch
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Class(es): Cleric, Druid

Level 1 Spells

SRD

Bless

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Up to 1 minute
Components V, S, M
Materials A sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Cleric, Paladin

SRD

Cure Wounds

1-level Evocation

Casting Time 1 action
Range touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

Class(es): Bard, Cleric, Druid, Paladin, Ranger

SRD SRD

Bane

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Concentration, Up to 1 minute
Components V, S, M
Materials A drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a 1d4 and subtract the number rolled from the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric

PHB, page 231 SRD

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

SRD

Command

1-level Enchantment

Casting Time 1 action
Range 60ft
Duration 1 round
Components V

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Cleric, Paladin

Level 2 Spells

SRD

Lesser Restoration

2-level Abjuration

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

SRD

Spiritual Weapon

2-level Evocation

Casting Time 1 bonus action
Range 60ft
Duration 1 minute
Components V, S

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.  
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.  
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. 4th level: 2d8 + spellcasting modifier force damage 6th level: 3d8 + spellcasting modifier force damage 8th level: 4d8 + spellcasting modifier force damage

Class(es): Cleric

PHB, page 237 SRD

Enhance Ability

2-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V, S, M
Materials Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

  Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer

SRD

Augury

2-level Divination (ritual)

Casting Time 1 minute
Range Self
Duration Instantaneous
Components V, S, M
Materials Specially marked sticks, bones, or similar tokens worth at least 25gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional Spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Class(es): Clric

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MilkshakeGM.

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