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Aiden Mcguffy

Cleric 1 Class & Level
None Background
Human Race
N Alignment

Strength 14
+2
Dexterity 8
-1
constitution 15
+2
intelligence 14
+2
wisdom 16
+3
charisma 15
+2
Total Hit Dice
Hit Die
1d+2
+0 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+4 Charisma
saving throws
-1 Acrobatics
+3 Animal Handling
+2 Arcana
+2 Athletics
+2 Deception
+2 History
+5 Insight
+6 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+3 Perception
+6 Performance
+4 Persuasion
+4 Religion
-1 Sleight of Hands
-1 Stealth
+5 Survival
skills

 

Armor Class

Hit Points
+0
Initiative

Speed
Attacks
Armor: Light Armor, Medium Armor
Weapons: All Simple Weapons, Martial Weapons
Tools: Brewer's Tools, Cook's Utensils
Languages: Desrin
Saving Throws: Wisdom, Charisma
Skills: Persuasion, Insight, Religion*, Survival*, Intimidation, Performance

* Haunted One

Proficiences

Racial: Human


Extra Languages. You get one extra language
Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Cleric (Revelry Domain)


Bonus Proficiencies. When you choose this domain at 1st level, you gain proficiency with martial wepaons.
Life of the Party. YOu gain proficiency with Brewer's Tools and Cook's Utensils, as well as your choice of two of the following Skills: Performance, and Intimidation. Your proficiency bonus is doubled for any ability check you make that uses either of those skills or either tool.
Channel Divinity. YOu gain the ability to channel divine energy directly from your diety, using the energy to fuel magical effects. You start with 2 such effects Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in domain description.
When you use your channel divinity, you choose which effect to create. You must finish a short or long rest to use your channel divinity again.
Some channel divinity effects require saves. When you use such an effect from this class, the DC equals your cleric spell DC
Beginning at 6th level, you can use your Channel divinity twice between rests, and beginning at 18th level you can use it three times.
Channel Divinity: Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS save. If the creature fails its Save it is turned for 1 minute or until it takes any damage
A turned create must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action
Channel Divinity: Festive Bond. At 2nd level, you can create a bond between two creatures within 30 feet that lasts for 1 minute. If the two creatures are within 10 feet of eachother, the bond is active. While the bond is active, if one of the bonded creatures is hit by a melee attack, the other creature can use thier reaction to move up to 10 feet and make a single melee wepaon attack. This movement does not provoke opportunity attacks.

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.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

MadKano.

Statblock Type

Character Sheet (Legacy)

Link/Embed