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Yuland Otelmen

Trickery Cleric 1 Class & Level
Background
Human Race
Chaotic Good Alignment

Strength 9
-1
Dexterity 19
+4
constitution 18
+4
intelligence 12
+1
wisdom 17
+3
charisma 10
+0
Total Hit Dice 18
Hit Die
1d8+4
+2 proficiency bonus
-1 Strength
+4 Dexterity
+4 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+1 Arcana
-1 Athletics
+0 Deception
+3 History
+5 Insight
+0 Intimidation
+1 Investigation
+5 Medicine
+1 Nature
+3 Perception
+0 Performance
+0 Persuasion
+1 Religion
+5 Sleight of Hands
+3 Stealth
+3 Survival
skills History, Insight, Medicine, Sleight of Hand, Vehicles (water) proficiencies

 
15
Armor Class
12
Hit Points
+4
Initiative
30
Speed
Shortsword 1d20+6 1d6+4
Dagger 1d20+6 1d4+4
Shortbow 1d20+6 1d6+4
Sling 1d20+6 1d6+4
Inflict Wounds 1d20+5 3d10
Attacks

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

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

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Sling

Ranged Weapon Ammunition Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 30/120 ft Ammunition

Cost: 1 sp


 

Candle

Adventuring Gear Common

A small stick of wax that is molded into cylinders of different sizes and colors. Usually contains something flammable in the middle such as a string. Can light an area of 5 ft in bright light and 10 ft in dim light.

Cost: 3cp Weight: .5lbs


 

The statblocks of your class features

Trickery Domain


Hit Points

Hit Dice: d8 per Trickery 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

Trickery Domain Spells

Cleric Level Spells
1stCharm Person, Disguise Self
3rdMirror Image, Pass Without Trace
5thBlink, Dispel Magic
7thDimension Door, Polymorph
9thDominate Person, Modify Memory
 

Blessing of the Trickster

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, 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, 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, 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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 to All Ability Scores
Size Medium
Speed 30ft

Human   Class Limitation.   Humans Cannot play Wizards, Sorcerers, Clerics, Paladins, Bards, Eldritch Knights, or Arcane Tricksters due to their lack of access to non-elemental magic.   Generalist.   Your freeform nature gives you proficiency in 3 skills of your choice.   Second-Class Citizen   Being the only race in Amaranthia with no access to arcane magic, Humans are treated as slaves in many parts of the world and second-class citizens at best. Be prepared to be looked down upon.

Languages. You can Read, Write, and Speak Common and one other language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

XGtE P. 171

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: a holy symbol
Duration: Instantaneous
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.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Cleric

PHB: P. 255

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a D4 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.
Available for: Artificer, Cleric, Druid

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*D8 + 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 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

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

PHB: P. 221

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 hour
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.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

PHB: P. 233

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
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.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 223

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their Effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.   Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop: The target drops whatever it is holding and then ends its turn.   Flee: The target spends its turn moving away from you by the fastest available means.   Grovel: The target falls prone and then ends its turn.   Halt: The target doesn't move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Paladin

PHB: P. 272

Sanctuary

1-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a small silver mirror
Duration: 1 minute

You ward a creature within range against attack.
Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
  If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
  Wizard of the Coasts (2018): The final sentence now reads, “If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.”
Available for: Artificer, Cleric

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


Created by

PaydenKP.

Statblock Type

Character Sheet (Legacy)

Link/Embed