+4 | Strength |
+3 | Dexterity |
+5 | Constitution |
+4 | Intelligence |
+7 | Wisdom |
+5 | Charisma |
+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 |
Mace | 1d20+3 | 1d6+3 |
---|---|---|
silver Warhammer | 1d20+3 | 1d8+4 |
Longsword 1d20+3 | 1d8+7 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Bludgeoning | Versatile |
Cost: 15 gp Weight: 2 lb
DnD 5e SRD SRD
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
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
As a conduit for divine power, you can cast cleric spells.
Cleric Level | Spells |
---|---|
1st | False Life, Ray of Sickness |
3rd | Blindness/Deafness, Ray of Enfeeblement |
5th | Animate Dead, Vampiric Touch |
7th | Blight, Death Ward |
9th | Antilife Shell, Cloudkill |
Statblocks for your familiars, mounts etc.
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.
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.
+2 | Strength |
+4 | Dexterity |
+4 | Constitution |
+4 | Intelligence |
+4 | Wisdom |
+6 | Charisma |
+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 |
Mace | 1d20+0 | 1d6+0 |
---|---|---|
Light Crossbow | 1d20+0 | 1d8+0 |
Dagger | 1d20+0 | 1d4+0 |
Heroes Enabled
+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+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 |
Mace | 1d20+2 | 1d6+2 |
---|---|---|
Dagger | 1d20+2 | 1d4+2 |
Heroes Enabled
+5 | Strength |
+2 | Dexterity |
+4 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+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 |
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 |
Heroes Enabled
Statblocks for your spells.
Basic Rules, pg. 221
0-level (Cantrip) Necromancy
0-level (Cantrip) Evocation
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).
0-level (Cantrip) Necromancy
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).
0-level (Cantrip) Evocation
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).
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
1-level Necromancy
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.
1-level Necromancy
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.
1-level Necromancy
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.
1-level Evocation
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
2-level Evocation
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.
2-level Evocation
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.
2-level Enchantment
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.
3-level Necromancy
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.
3-level Evocation
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.
Statblocks for your Trinkets, businesses, building, castles, empires.