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Balasar

Cleric 1 Class & Level
Charlatan Background
Dragonborn Race
LE Alignment

Strength 14
+2
Dexterity 10
+0
constitution 12
+1
intelligence 13
+1
wisdom 14
+2
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
+1 Arcana
+2 Athletics
+4 Deception
+1 History
+2 Insight
+2 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+2 Perception
+2 Performance
+4 Persuasion
+3 Religion
+2 Sleight of Hands
+0 Stealth
+2 Survival
skills Perception, Persuasion, Religion, Slight of Hand proficiencies

 
14
Armor Class
9
Hit Points
+0
Initiative
30
Speed
Mace 1d20+4 1d6+2
Breath Weapon (Lightning) DexSave13 2d6
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: All simple weapons
Languages: Common and Draconic
Tool Proficiencies: Disguise Kit, Forgery Kit
Proficiences
Cantrips: Thaumaturgy, Healing Word, Sacred Flame
1st Level (2 per rest): Charm Person, Disguise Self
Spellcasting
A mace, scale mail, a light crossbow (20 bolts), a priests pack, a shield, holy symbol, set of fine clothes, a disguise kit, signet ring of an imaginary duke, belt pouch.
Equipment
I cause trouble for those I believe deserve it, but do my best to defend those I believe don't.
Personality Traits
I wish to regain my place in my clan and to bring justice against those who killed my one true love.
Ideals
I caused the death of my lover when I was younger, it weighs heavily on my mind.
Bonds
Can't help but fall in with the wrong crowd in an attempt to earn money.
Flaws
To avoid the breath weapon enemies must make a DEX save of 13 or more.
Breath weapon is in a 5 x 30 foot line.

Lightning Resistance
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 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


 

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


 

PHB, page 150. Available in the SRD.

Crossbow Bolts (20)

Ammunition Varies

Cost: 1 gp Weight: 1.5 lbs


 

Player's Handbook

Priest's Pack

Adventuring Gear Common

Includes:

  • a backpack
  • a blanket
  • 10 candles
  • a tinderbox
  • an alms box
  • 2 blocks of incense
  • a censer
  • vestments
  • 2 days of rations
  • a waterskin

Cost: 19 gp


 

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


 

Holy Symbol

Spellcasting Focus Common

A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.


 

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

Disguise Kit

Tool Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Cost: 25 gp Weight: 3 lb


 

D

Signet Ring

Adventuring Gear Common

Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Cost: 5gp Weight: --


 

Belt Pouch

Adventuring Gear Common

A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.

Cost: 5 sp Weight: 1 lb


 

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Class Features

Divine Domain

Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.   Each domain has a list o f spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number o f spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet o f you must make a Wisdom saving throw. If the creature fails its saving throw, it is 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 o f 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.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table below:   Cleric Level | Destroys Undead of CR 5th | 1/2 or lower 8th | 1 or lower 11th | 2 or lower 14th | 3 or lower 17th | 4 or lower  

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature o f the intervention; the effect of any cleric spell or cleric domain spell w ould be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.


Starting Equipment

• (a) a mace or (b) a warhammer (if proficient)   • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)   • (a) a light crossbow and 20 bolts or (b) any simple weapon   • (a) a priest’s pack or (b) an explorer’s pack   • A shield and a holy symbol


Spellcasting

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 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 o f 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 o f 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 W isdom 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 as a spellcasting focus for your cleric spells.


Subclass Options

Beauty Domain

Beauty Domain Spells

Cleric Level: Spells   1st: charm person, heroism   3rd: enthrall, suggestion   5th: bestow curse, remove curse   7th: compulsion, confusion   9th: dominate person, geas  

Bonus Cantrip

When you choose this domain at 1st level, you gain the friends cantrip if you don’t already have it.  

Alluring Presence

You become proficient in Deception or Persuasion. Your proficiency bonus is doubled for any ability check you make using the skill you chose.  

Channel Divinity: Beguiling Beauty

Starting at 2nd level, you can use your Channel Divinity to infuse your appearance with the power from your god to ensnare a creature with your beauty. As an action, you present your holy symbol, and one creature you choose within 30 feet of you that can see you must make a Wisdom saving throw. If you or your companions are fighting it, the creature makes the saving throw with advantage. On a failed saving throw, the creature becomes charmed by you for 1 minute or until you or one of your companions do anything harmful to it. When the effect ends, the creature knows you charmed it.  

Channel Divinity: Blinding Beauty

Starting at 6th level, you can use your Channel Divinity to become a vision of divine beauty so profound it causes those around you to become blinded by weeping. As an action, you present your holy symbol and are enveloped in a vision of divine beauty; all creatures within 30 feet of you that can see you must make a Wisdom saving throw. Blinding beauty has no effect on creatures that cannot be blinded or charmed. On a failure, the creature is blinded for 1 minute. At the end of each of its turns, the creature can make another saving throw. On a success, the effect ends for that creature.  

Powerful Spellcasting

Beginning at 8th level, when you deal damage with any cleric cantrip, add your Wisdom modifier to the damage.  

Perfect Beauty

Starting at 17th level, you become transformed into a vision of perfect beauty. A creature charmed by your Beguiling Beauty remains so until you or one of your companions does anything harmful to it or you use Beguiling Beauty again. When the creature is no longer charmed in this way, it becomes hostile toward you and might attack you, depending on its nature as the GM decides.  

Death Domain

Death Domain Spells

Cleric: Level Spells   1st: false life, ray of sickness   3rd: blindnessjdeafness, ray of enfeeblement   5th: animate dead, vampiric touch   7th: blight, death ward   9th: antilife shell, cloud kill  

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.  

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts 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, the cleric can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.  

Inescapable Destruction

Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.  

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.  

Improved Reaper

Starting at 17th level, when the cleric 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, the cleric must provide them for each target.  

Knowledge Domain

Knowledge Domain Spells

Cleric Level: Spells   1st: command, identify   3rd: augury, suggestion   5th: nondetection, speak with dead   7th: arcane eye, confusion   9th: legend lore, scrying  

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.  

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  

Potent Spellcaster

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number o f minutes equal to your W isdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can’t use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions o f the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as w ell as the most recent significant event involving the object and that   If the object w as owned by another creature in the recent past (within a number o f days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions o f recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number o f days equal to your W isdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.  

Life Domain

Life Domain Spells

Cleric Level: Spells   1st: bless, cure wounds   3rd: lesser restoration, spiritual weapon   5th: beacon of hope, revivify   7th: death ward, guardian of faith   9th: mass cure wounds, raise dead  

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.  

Discipline of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.  

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.  

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.  

Madness Domain

Madness Domain Spells

Cleric Level: Spells   1st: dissonant whispers, tasha’s hideous laughter   3rd: crown of madness, phantasmal force   5th: fear, hunger of hadar   7th: confusion, hallucinatory terrain   9th: seeming, dream  

Bonus Cantrip

Also at 1st level, You learn the vicious mockery cantrip.  

Power of Madness

Starting at 1st level, roll or select a form of indefinite madness, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell. Your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you. You are immune to charm effects.  

Channel Divinity: Instill Insanity

At 2nd level, you can use your Channel Divinity to afflict short-term madness on all creatures of your choice within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.  

Channel Divinity: Psychotic Episode

At 6th level, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. On a failed Wisdom saving throw, the creature is randomly afflicted with a long-term madness determined by the Long-Term Madness Table (DMG pg. 260). It lasts 1d10 x 10 hours. The long-term madness ends early if the madness is cured, you lose concentration (as if you were concentrating on a spell) or you use this feature again. The long-term madness may be cured by a lesser restoration spell or more powerful restoration spell.  

Potent Spellcasting

Starting at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.  

Lunatic Ward

At 17th level, when you or an ally within 5 feet of you are subject to a Wisdom saving throw due to magic, you can attempt to redirect the attack back at the caster. You may use your reaction to grant advantage to you or your ally's saving throw. On a successful saving throw, your troubled mind has corrupted and reflected the magic, afflicting the enemy with a random short-term madness instead. This madness lasts for one minute or until the creature takes damage.  

Ocean Domain

Ocean Domain Spells

Cleric Level: Spells   1st: fog cloud, create or destroy water   3rd: misty step, alter self   5th: tidal wave, water breathing   7th: control water, watery sphere   9th: maelstrom, control winds  

Sea Priest

You gain a swimming speed equal to your walking speed while not wearing armor above your proficiency and not wielding a shield.  

Wrath of the Wave

Also at 1st level, you can torrentuously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed saving throw and is pushed back 10 feet, and half as much damage (and is not pushed) on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Torrential Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity. As an action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts in a 30ft-radius circle around you. All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. (x equals your proficiency bonus) Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back and knocked prone. You must not be in the air when you do this.  

Marine Whisperer

At 6th level, as an action you may attempt to charm a marine creature with an Intelligence score less than or equal to your cleric level. The target must succeed on a Wisdom saving throw or is charmed by you for 1 hour or until you or an ally damages the creature. While the creature is charmed, it may obey reasonable commands and is friendly to you and creatures you designate. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Seaborne

At 17th level, you have can breathe water as well as air. Your swim speed increases by 15 feet. When you use your Torrential Wrath feature, the effect's radius is extended to 60 feet, the wave is 20 feet tall and the distance creatures are pushed back increases to 15 feet. Huge creatures can now be pushed and knocked prone by this feature.  

Tempest Domain

Tempest Domain Spells

Cleric Level: Spells   1st: fog cloud, thunderwave   3rd: gust of wind, shatter   5th: call lightning, sleet storm   7th: control water, ice storm   9th: destructive wave, insect plague  

Bonus Proficiencies

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

Wrath of the Storms

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

Trickery Domain

Trickery Domain Spells

Cleric Level: Spells   1st: charm person, disguise self   3rd: mirror image, pass without trace   5th: blink, dispel magic   7th: dimension door, polymorph   9th: dominate person, modify memory  

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).   The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.  

War Domain

War Domain Spells

Cleric Level: Spells   1st: divine favor, shield of faith   3rd: magic weapon, spiritual weapon   5th: crusader’s mantle, spirit guardians   7th: freedom of movement, stoneskin   9th: flame strike, hold monster  

Bonus Proficiencies

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

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Channel Divinity: War Gods' Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Witchcraft Domain

Witchcraft Domain Spells

Cleric Level: Spells   1st: speak with animals, fog cloud   3rd: animal messenger, ray of enfeeblement   5th: conjure animals, stinking cloud   7th: polymorph, conjure minor elementals   9th: conjure elemental, cloudkill  

Touch of Hemlock

At 1st level, you learn the poison spray cantrip. It counts as a cleric cantrip for you and it doesn’t count against your cantrips known.  

Evil Eye

At 1st level, your grasp of witchcraft lends you the use of the evil eye. When casting a spell, you may use your reaction to give one creature you can see disadvantage on a saving throw against that spell. Creatures that are blind or that do not rely on sight cannot be affected in this way. You may use this ability a number of times equal to your Wisdom modifier (with a minimum of once), and you regain these uses once you complete a long rest.  

Channel Divinity: Binding Spirits

You may expend one use of your Channel Divinity to present your holy symbol and force all fiends, celestials, or elementals within 30 feet of you to make a Wisdom saving throw; on a failed save, they are turned for 1 minute or until they take damage. At 6th level, you may expend an additional use of Channel Divinity to attempt to command one of the fiends, celestials, or elementals that you have turned. The creature so targeted must make an additional Wisdom saving throw. On a failure, you may direct the creature during its next turn, and it must obey your commands to the best of its ability. At the end of that round, the creature is no longer turned.  

Blood-Eating Hecatean

At 6th level, your connection to the goddesses of magic and the underworld allows you to draw sustenance from the escaping life-forces of dying creatures. When a creature dies within 30 ft of you, you may regain hit points equal to 1d6 + your Wisdom modifier.  

Power of Isis

At 8th level, you may add your Wisdom modifier to damage you deal with any cleric cantrip.  

Circe's Legacy

At 17th level, you learn the true polymorph spell, and it counts as a cleric spell for you.   Additionally, once per long rest, you may force up to twenty creatures you can see to make a Wisdom saving throw. On a failure, each creature transforms into a beast of your choice of CR 4 or less. You can choose a different form for each target. The creatures gain the statistics of the chosen beast(s), though they retain the Intelligence, Wisdom, and Charisma scores they had previously, and retain their original hit point maximum if it is higher than that of the beast in question. The creatures are limited to the forms of communication and movement available to their new form, and the creatures revert to their original form when they drop to zero hit points, when they die, at your command, or after one hour. The creatures’ equipment falls to the ground during the transformation.   The use of this ability does not require concentration. However, if you choose to concentrate on this ability as if it were a spell and maintain concentration for one hour, the effects become permanent. Once permanent, the transformations may only be reversed via the wish spell, divine intervention, the true polymorph spell, or via a second use of this ability to reverse the effect. Additionally, if you die while creatures are permanently transformed by this ability, the creatures so transformed lose all memory of their former lives, and gain the Intelligence, Charisma, and Wisdom scores of their bestial forms.


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature33
3rd+2342
4th+2Ability Score Improvement443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Destroy Undead (CR 3)54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score improvement5433332111
20th+6Divine Intervention improvement5433332211

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Dragonborn

Ability Score Increase +1 Cha, +2 Str
Size Medium
Speed 30 ft.

Draconic Ancestry: You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.   Breath Weapon: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.   Damage Resistance: You have resistance to the damage type associated with your ancestry.

Languages. You can speak, read, and write Common and Draconic.


DragonDamage TypeBreath Weapon
BlackAcid5' by 30' line (Dex save)
BlueLightning5' by 30' line (Dex save)
BrassFire5' by 30' line (Dex save)
BronzeLightning5' by 30' line (Dex save)
CopperAcid5' by 30' line (Dex save)
GoldFire15' cone (Dex save)
GreenPoison15' cone (Dex save)
RedFire15' cone (Dex save)
SilverCold15' cone (Dex save)
WhiteCold15' cone (Dex save)

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Statblocks for your spells.

Level 0 Spells

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, Sorcerer (Divine Soul)

PHB

Healing Word

1-level Evocation

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

A creature of your choice that you can see within range regains hit pints 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

1d4+SpellcastingAbilityModifier Healing

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)

Level 1 Spells

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

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Nanorith.

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