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Artyom Newkirk

Cleric 3 Class & Level
Outcast Background
Genasi (Water) Race
Lawful Neutral Alignment

Strength 14
+2
Dexterity 11
+0
constitution 17
+3
intelligence 7
-2
wisdom 16
+3
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+2 Strength
+0 Dexterity
+3 Constitution
-2 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
-2 Arcana
+2 Athletics
+1 Deception
-2 History
+0 Insight
+1 Intimidation
-2 Investigation
+5 Medicine
-2 Nature
+3 Perception
+1 Performance
+1 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills Medicine, Religion proficiencies

 
14
Armor Class
27
Hit Points
+0
Initiative
30
Speed
Attacks
Armor: Light armor, medium armor, shields, heavy armor (domain)
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Proficiences
Current prepared spell maximum - 6 (Cleric lvl + Wis mod)
1st level:
Sanctuary
Inflict Wounds
Cure Wounds
Guiding Bolt
2nd level:
Enhance Ability
Prayer of Healing

Spellcasting
Mace, chain mail, light crossbow, 20 bolts, priest's pack, shield, holy symbol (amulet)
Equipment
Only leaves the church grounds to meditate at the sea. Sees omens in every event. Can be awkward in social situations. Sees most luxury items as a waste.
Personality Traits
Trusts in Ilmater to provide solutions and guide his hand.
Ideals
Refuses to let his amulet out of sight for a moment.
Bonds
Judges himself quite harshly, especially in religious matters.
Flaws
Swim speed - 30
Can breathe air and water
Resistant to acid damage
Speaks Common and Aquan/Primordial
Cleric of Ilmater
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Chain Mail Armor

Heavy Armor Common

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Heavy 16 13+ YES

Cost: 75 gp Weight: 55 lb


 

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

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


 

DnD 5e PHB

Priest's Pack

Adventuring Gear Common

Backpack,blanket,candle (10),tinderbox,alms box,block of incense (2),censer,vestments,rations (2),waterskin

Cost: 19gp Weight: 24 lbs


 

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.


 

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.

Cleric (protection domain)


Hit Points

Hit Dice: d8 per Cleric (protection domain) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor: Light, medium, heavy, shield
Weapons: simple
Tools:
Saving Throws:
Skills:

Overview & Creation

The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.


Class Features

Shield of the Faithful Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.   Channel Divinity: Radiant Defense Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.   Blessed Healer Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, 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.   Indomitable Defense At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Genasi (Water) - EEPC

Ability Score Increase +2 Con, +1 Wis
Size Medium
Speed 30 ft., swim 60 ft.

Age – Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.   Alignment – Independent and self-reliant, genasi tend toward a neutral alignment.   Size – Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.   Languages – You can speak, read, and write Common and Aquan.   Cold Resistance – You have resistance to cold damage.   Amphibious – You can breathe air and water.   Swim – You have a swimming speed of 30 feet.   Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.   Seal of Water – Your swim speed is increased by 30ft. If you should deal cold damage, the damage is increased by 2, this applies only once per source.

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

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB pg. 277

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Cleric

PHB: P. 272

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range.
The target must succeed on a Dexterity saving throw or take 1*D8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell’s damage increases by 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
Available for: Cleric

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

XGtE P. 164 / EE: P. 21 / PotA: P. 239

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: S
Duration: Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
 
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

Level 1 Spells

PHB pg. 224

Compelled Duel

1-level Enchantment

Casting Time: 1 Bonus Action
Range/Area: 30 Feet
Components: V
Duration: Concentration, Up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement from the turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Available for: Paladin

Abjuration Magic

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: Holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard, Arcane Trickster Rogue, Devotion Paladin, Divine Soul Sorcerer, Eldritch Knight Fighter, Horizon Walker Ranger, Horizon Walker Ranger (Revised), Monster Slayer Ranger, Monster Slayer Ranger (Revised), Clockwork Soul (UA) Sorcerer, Protection (UA) Cleric

Level 2 Spells

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

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

Protection From Poison

2-level Abjuration

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

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Class(es): Artificer, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

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


Created by

darthz42.

Statblock Type

Character Sheet (Legacy)

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