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Servile Personne

Clerc 1 0 Class & Level
Acolyte Background
Human Race
Loyal-Neutral Alignment

Strength 14
+2
Dexterity 10
+0
constitution 14
+2
intelligence 8
-1
wisdom 18
+4
charisma 8
-1
Total Hit Dice
Hit Die
1d6+2
+2 proficiency bonus
+2 Strength
+0 Dexterity
+2 Constitution
-1 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+1 Arcana
-1 Athletics
-1 Deception
-1 History
+6 Insight
-1 Intimidation
-1 Investigation
+6 Medicine
-1 Nature
+6 Perception
-1 Performance
-1 Persuasion
-1 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills Armure légère et intermédiaires, bouclier. Armes courantes proficiencies

 
11
Armor Class
18
Hit Points
+0
Initiative
9m
Speed
Epée longue 1d20+4 1d10+2
Arbalette légère 1d20+2 1d8
Attacks
Armes lourdes et armures lourdes
  • nappe de brouillard, onde de choc
  • fureur de l'ouragan, réaction, sauv dext ou 2d8 sinon moitier (4charges) récup long repos
  • Canalisation d'énergie divine (1 court repos):
  • => colère destructrice
    => renvoie morts vivants
    Proficiences
    Nombre de sorts : wisd modifier + level = 6
    DDJS 14
    Sorts : +6 au toucher
    Spellcasting
    Épée longue, arbalète, tenue de serviteur, tenue de ville, bague, dague ornée
    Equipment
    Curieux
    Fidèle
    Personality Traits

    Heroes Enabled

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

    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.

    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

    PHB, page 248

    Guidance

    0-level (Cantrip) Divination

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 minute
    Components V, S

    You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Class(es): Cleric, Druid

    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

    Healing Word

    1-level Evocation

    Casting Time 1 Bonus Action
    Range 60ft
    Duration Instantaneous
    Components V

    A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

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

    Bless

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a sprinkling of holy water

    You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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

    PHB, page 248

    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

    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.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    Bane

    1-level Enchantment

    Casting Time 1 Action
    Range 30ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a drop of blood

    Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Class(es): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

    PHB: P. 253

    Inflict Wounds

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    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.
    Available for: Cleric

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    Created by

    Lebardesolitaire.

    Statblock Type

    Character Sheet (Legacy)

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