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Jakias Manthel

Grave Cleric 1 Class & Level
Acolyte Background
Drow Race
True Nuetral Alignment

Strength 13
+1
Dexterity 14
+2
constitution 14
+2
intelligence 13
+1
wisdom 16
+3
charisma 8
-1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+1 Arcana
+1 Athletics
-1 Deception
+1 History
+5 Insight
-1 Intimidation
+1 Investigation
+3 Medicine
+1 Nature
+5 Perception
-1 Performance
+1 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills religion, insight, persuasion proficiencies

 
13
Armor Class
10
Hit Points
+2
Initiative
30ft
Speed
WeaponAtt. BonusRangeDamage
Spear+310ft1d6/1d8 Piercing
Light Crossbow+480/320ft1d8 Piercing
Sacred FlameDC 1360ft
Attacks

Heroes Enabled

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

DnD 5e SRD SRD

Spear

Melee Weapon Thrown, Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Piercing 20/60 ft Thrown, Versatile

Cost: 1 gp Weight: 3 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dark Elves (Drow)

Ability Score Increase +1 Cha +2 Dex
Size Medium
Speed 30 ft

Descended from an earlier subrace of elves, the drow were banished from the surface world for following the goddess Lolth down the path of evil. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.   Drow adventurers are rare. Check with your Dungeon Master to see if you can play one.   Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.   Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Superior Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Languages. You can speak, read, and write Common, Elvish, and Undercommon. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 230

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Concentration, 1 minute
Components V, S, M
Materials A bit of phosphorous or wychwood, or a glowworm

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

  As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Class(es): Bard, Sorcerer, Wizard

Spare the Dying

0-level (Cantrip) Necromancy

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

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Cleric

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 a broken chain link, two halves of a broken key, a torn cloak, 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

PHB 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric

    Sacred Flame

    0-level (Cantrip) Transmutation

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

    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

    Class(es): Cleric

    Level 1 Spells

    Bigby’s Bookworm Bane

    1-level Conjuration

    Casting Time 1 action
    Range 60 feet
    Duration 10 min, "Ritual"
    Components V, S, M
    Materials (a child-sized glove)

    You create a Tiny hand out of shimmering, translucent force. This hand immediately seeks out and destroys bookworms and other creatures that eat paper and glue. The bookworm bane has a Strength of 6 (-2) and a Dexterity of 12 (+1), so it can open books to seek out insects living inside. When it finds an intrusive creature of no larger than Tiny size, it automatically hits, doing 1 point of damage, which is more than enough to automatically squish a bookworm, roach, mouse, etc. The hand has 4 hit points and will not attack anything larger than Tiny, cannot defend itself, and can perform no other actions.
     

    Class(es): Wizard, Bard

    PHB

    False Life

    1-level Necromancy

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V, S, M
    Materials a small amount of alcohol or distilled spirits

    Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

    Class(es): Sorcerer, Wizard

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 Action
    Range Self
    Duration Concentration, Up to 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

    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

    PHB, page 231

    Detect Evil and Good

    1-level Divination

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

    For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it 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): Cleric, Paladin

    PHB, page 253

    Inflict Wounds

    1-level Necromancy

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

    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Class(es): Cleric

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


    Created by

    computerbos451.

    Statblock Type

    Character Sheet (Legacy)

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