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Orth

Cleric tempest domein 3 Class & Level
Outlander Background
half-orc Race
who the fuck cares Alignment

Strength 17
+3
Dexterity 10
+0
constitution 13
+1
intelligence 8
-1
wisdom 15
+2
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+3 Strength
+0 Dexterity
+1 Constitution
-1 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
-1 Arcana
+5 Athletics
+0 Deception
-1 History
+4 Insight
+2 Intimidation
-1 Investigation
+4 Medicine
-1 Nature
+2 Perception
+0 Performance
+0 Persuasion
-1 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills survival, athletics, insight, medicine instrument (bagpipes) leaguages - common ,orc (writen and dwarvish) proficiencies

 
18
Armor Class
21
Hit Points
+0
Initiative
30
Speed
Warhammer 1d20+3+2 1d8+3
Warhammer (two handed) 1d20+3+2 1d10+3
Attacks
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Proficiences
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.
Spellcasting
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Warhammer, chain mail,knife, explorer's pack, shield, holy symbol (a medalion of 3 crossed lightnings)
Explorer's Pack (Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope)
Equipment
Spellcasting
Divine Domain - tempest
  • Wrath of the Storm
  • Channel Divinity
  • turn undead
  • Destructive Wrath
  • 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

    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

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


    Created by

    Matthev.

    Statblock Type

    Character Sheet (Legacy)

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