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Reese

Cleric 5 Class & Level
Alcolyte Background
Kalashtar Race
Lawful Good Alignment

Strength 12
+1
Dexterity 10
+0
constitution 15
+2
intelligence 13
+1
wisdom 18
+4
charisma 16
+3
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+4 Strength
+3 Dexterity
+5 Constitution
+4 Intelligence
+7 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+1 Arcana
+1 Athletics
+6 Deception
+4 History
+7 Insight
+6 Intimidation
+1 Investigation
+4 Medicine
+1 Nature
+7 Perception
+3 Performance
+6 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+7 Survival
skills deception, history, insight, intimidation (advantage),Perception, Persuasion, Religion, Survival proficiencies

 
14
Armor Class
37
Hit Points
+0
Initiative
30
Speed
Mace 1d20+3 1d6+3
silver Warhammer 1d20+3 1d8+4
Longsword 1d20+3 1d8+7
Attacks
Dual Mind: Advantage on Wisdom Saving throws
Advantage on Intimidation Rolls
Armor: Light, medium , shields
Weapons: Simple & Martial
Languages: Common, Abyssal, Primordial, Goblin, Dwarvish
Proficiences
Chill touch | 1d20+6 | 2d8+6
word of radiance | 2d6+6
toll the dead | 2d8+6 | 1d12+6
sacred flame | 2d8+6
inflict wounds | 1d20+6 | lvl 1 3d10+6 | lvl 2 4d10+6 | lvl 3 5d10+6
ray of sickness | 1d20+6 | lvl 1 2d8+6 | lvl 2 3d8+6 | lvl 3 4d8+6
false life | 1d4+4 | 1d4+9
guiding bolt | 1d20+6 | 4d6+6 | 5d6+6
prayer of healing | 2d8+6
spiritual weapon | 1d20+6 | 1d8+6
Spellcasting
I see omens in every event and action. The gods try to speak to us, we just need to listen.
Personality Traits
Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against their teachings.
Ideals
I owe my life to the priest who took me in when my parents died. (Father Rhinehart)
Bonds
I judge others harshly, and myself even more severely.
Flaws
Dual Mind: Advantage on Wisdom Saving throws
• Mental Discipline: resistance to psychic damage.
• Mind Link: telepathically to any creature you can see within 60 feet of you.
• Psychic Glamour: Adv on Intimidation rolls
• Severed from Dreams: Dream spells/potions immune

Channel Divinity: When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level. (death Domain)

Turn undead: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. Fails: turned for 1 minute or until it takes any damage.
A turned creature 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.

Destroy Undead (CR 1/2)
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Warhammer

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Bludgeoning Versatile

Cost: 15 gp Weight: 2 lb


 

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Starting Equipment

you start with the following equipment in addition to the equipment granted by your background   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.

Death Domain


Hit Points

Hit Dice: d8 per Death Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Death Domain Spells

 
Cleric Level Spells
1stFalse Life, Ray of Sickness
3rdBlindness/Deafness, Ray of Enfeeblement
5thAnimate Dead, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Cloudkill
 

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.  

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.  

Channel Divinity: Touch of Death

Starting at 2nd level, when you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.  

Inescapable Destruction

Starting at 6th level, necrotic damage dealt by your cleric spells and Channel Divinity options ignore resistance to necrotic damage.  

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Improved Reaper

Starting at 17th level, when you casts a necromancy spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

Statblocks for your familiars, mounts etc.

SRD

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 

Statblocks for race/species of the character.

Kalashtar

Ability Score Increase Wis +2, Cha +1
Size Medium
Speed 9m

Age. Kalashtar mature and age ath the same rate as humans.   Alignment. The noble spirit tied to a kalashtar drives it toward lawful and good behavoir. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.   Size. Kalashtar are similar in build to humans. Your size is Medium.   Dual Mind. You have advantage on all Wisdom saving throws.   Mental Discipline. You have resistance to psychic damage.   Mind Link. You can speak telepathically to any creautre you can see, provided the creature is within a number of meters of you equal to 3 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you ans must be within this trait's range. You can give this ability to only one creature at a time, giving it to a creature takes it away from another creature who has it.   Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.

Languages. You can speak, read and write Common, Quori and one other language of your choice.

Statblocks for companions, followers and other allies.

Ignis Harbinger

Warlock 7 Class & Level
Charlatan Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 14
+2
wisdom 14
+2
charisma 18
+4
Total Hit Dice 4
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+4 Dexterity
+4 Constitution
+4 Intelligence
+4 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+6 Deception
+2 History
+2 Insight
+4 Intimidation
+4 Investigation
+2 Medicine
+2 Nature
+4 Perception
+4 Performance
+4 Persuasion
+2 Religion
+4 Sleight of Hands
+2 Stealth
+4 Survival
skills survival,slight of hand,perception, investigation,deception,arcana proficiencies

 
13
Armor Class
64
Hit Points
+2
Initiative
30
Speed
Mace 1d20+0 1d6+0
Light Crossbow 1d20+0 1d8+0
Dagger 1d20+0 1d4+0
Attacks
Agonizing Blast: when casting eldritch blast add charisma mod to damage
Fey ancestry (adv. charm and cant be put to sleep)
light armor
simple weapons

Proficiences
Eldrichs Blast | 1d20+6 | 2d10+6
Chill Touch | 1d20+6 | 2d8+6
Shocking Grasp | 1d20+0 | 2d8+6
Ray of Frost | 1d20+6 | 2d8+6
Sacred Flame | 2d8+6

Hellish Rebuke | 3d10+6
Witches Bolt| 1d20+6 | 2d12+6
Dissonant Whispers | 4d6+6
Vampiric Touch | 3d6+0
Blight 8d8+0

Spellcasting
Mace
crossbow (light) 20 bolts
2 daggers
leather armor
dungeoneers pack
wand
disguise kit
forgery kit
deck of marked cards
set of fine clothes
clysdale horse
Fancy Gown
3,245 Gold
Stack of incriminating letters
1 point of inspiration
3 Sm. Health Potions
9 Md. Health Potions
Equipment
I have a joke for every occasion, especially occasions where humor is inappropriate.
Personality Traits
Independence. I am a free spirit – no one tells me what to do.
Ideals
A powerful person killed someone I love. Some day soon, I'll have my revenge.
Bonds
I can't resist a pretty face.
Flaws
Awakened Mind
Pact of Tome (pick 3 cantrips)
Dark Vision (60 ft)
You can speak, read, and write Common, Elvish, Deep Speech
Eyes of the Rune: Can read all languages
One With Shadows: When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line.
Agonizing Blast: when casting eldritch blast add charisma mod to damage
Features & Traits

Heroes Enabled

Archie

Cleric 6 Class & Level
Alcolyte Background
Tiefling Race
Alignment

Strength 14
+2
Dexterity 14
+2
constitution 14
+2
intelligence 12
+1
wisdom 18
+4
charisma 14
+2
Total Hit Dice 4
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+1 Arcana
+2 Athletics
+2 Deception
+1 History
+6 Insight
+2 Intimidation
+1 Investigation
+6 Medicine
+1 Nature
+4 Perception
+2 Performance
+4 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+4 Survival
skills insight, medicine, religion, persuassion proficiencies

 
13
Armor Class
46
Hit Points
+2
Initiative
30
Speed
Mace 1d20+2 1d6+2
Dagger 1d20+2 1d4+2
Attacks
You can speak, read, and write Common and Infernal, under common, halfling

Light armor, medium armor, shields

Simple weapons
Proficiences
Sacred Flame| Dex Save 12 | 1d8+6
Spare the Dying
Inflict Wounds| 1d20+2 | 3d10+6 | 4d10+6

Cure Wounds | 1d8+6 | 2d8+6
Prayer of Healing| 2d8+6

Spellcasting
blessed silver plated mace
leather armor
Dagger
explorers pack
shield
holy symbol
Lyre (can't play well)
12 med health potions
3 guard drake hound horn
11 guard drake hound scales
a bunch of letters about Van Helen and Gestualt
Equipment
Hellish Resistance: You have resistance to fire damage

Dark vision

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest

Blessing of the Trickster- advantage on Dexterity (Stealth) checks.

Channel Divinity: Invoke Duplicity
Features & Traits

Heroes Enabled

Dante

Barbarian 8 Class & Level
outlander Background
Golaiath Race
Alignment

Strength 18
+4
Dexterity 10
+0
constitution 16
+3
intelligence 11
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice 4
Hit Die
1d12+3
+3 proficiency bonus
+5 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+3 Insight
+1 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Athletics, Insight, Perception, Survival proficiencies

 
15
Armor Class
102
Hit Points
+2
Initiative
40
Speed
Glaive 1d20+7 1d10+7 3 times a day 1d8
Great Club 1d20+5 1d8+5
Javelins (9) 1d20+5 1d6+5
Greataxe 1d20+5 1d12+5
Greatsword 1d20+7 2d6+7 necrotic 2d6
Automaton's sword 1d20+7
Attacks
Light, Medium Armor
Shields
Simple and Martial Weapons
Speak Common and Giant

Proficiences
Small Health Potion | 2d4+2
Medium Health Potion | 4d4+2
Spellcasting
4240 gold
guitar
16 small and 17 med potion
horse
3 giant poison sacks
2 fire damage additives
a stone sword similar to glaive
world heavyweight champ belt
boots of speed

Equipment
Stone Endurance- 3 rages- 1/2 damage physical, Magic damage normal.- +2 damage
Reckless Attack
Danger Sense
2 Detect Magics
DC saving is 12
Path of with soul- roll d8 for random effect when entering rage.
Features & Traits

Heroes Enabled

Statblocks for your spells.

Level 0 Spells

Basic Rules, pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 120 ft
Duration 1 Round
Components V, S

Damage Type: Necrotic   Attack/Saving Throw: Ranged   Description: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Sorcerer, Warlock, Wizard

Word of Radiance

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V, M
Materials a Holy Symbol

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Cleric, Sorcerer (Divine Soul)

Toll the Dead

0-level (Cantrip) Necromancy

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

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Sacred Flame

0-level (Cantrip) Evocation

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, Sorcerer (Divine Soul)

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): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

Level 1 Spells

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, Paladin (Oathbreaker), Sorcerer (Divine Soul)

Ray of Sickness

1-level Necromancy

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

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Sorcerer, Wizard, Artificer (Alchemist), Cleric (Death Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Undying)

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): Artificer, Sorcerer, Wizard, Cleric (Death Domain), Cleric (Grave Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Raven Queen), Warlock (The Undying)

Guiding Bolt

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Cleric, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 2 Spells

Prayer of Healing

2-level Evocation

Casting Time 10 Minutes
Range 30ft
Duration Instantaneous
Components V

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Class(es): Cleric, Sorcerer (Divine Soul)

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 Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.

Class(es): Cleric, Paladin (Oath of Conquest), Sorcerer (Divine Soul), Warlock (The Raven Queen)

Hold Person

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Level 3 Spells

Revivify

3-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Cleric, Paladin

Sending

3-level Evocation

Casting Time 1 Action
Range Unlimited
Duration 1 round
Components V, S, M
Materials A short piece of fine copper wire

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Class(es): Bard, Cleric, Wizard

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


Created by

corrinew79.

Statblock Type

Character Sheet (Legacy)

Link/Embed