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Haygon

Cleric 3 Class & Level
Guild Artisan Background
Lizardfolk Race
neutral Alignment

Strength 12
+1
Dexterity 13
+1
constitution 17
+3
intelligence 10
+0
wisdom 18
+4
charisma 8
-1
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+1 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+0 Arcana
+5 Athletics
-1 Deception
+0 History
+6 Insight
-1 Intimidation
+0 Investigation
+6 Medicine
+2 Nature
+6 Perception
-1 Performance
+1 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+6 Survival
skills Common, Draconic, Elvish Survival, Perception, Nature, Medicine, Persuasion, Insight proficiencies

 
16
Armor Class
29
Hit Points
+1
Initiative
30
Speed
Attacks
Light armor, Medium Armor, Shields
Simple Weapons
Nature, Insight, Medicine, Perception, Persuasion, Survival
Proficiences
Yes
Spellcasting
Mace, scale mail, Mace 2, Explerer's Pack, Shield, Holy Symbol
Equipment
Spellcasting, ritual casting, Grave Domain, Channel Divinity, Turn undead,Circle of mortality, eyes of the grave, Path to the grave
Features & 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.

Lizardfolk

Ability Score Increase +2 CON, +1 WIS
Size Medium
Speed 30ft

Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of lizardfolk. Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat. A lizard folk who lives among other humanoids can, over time, learn to respect other creatures' emotions. The lizardfolk doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen human might be most useful as a meal, but hacking the body into steaks provokes aggression in the other humanoids and makes them less helpful in battle.   The lizardfolk mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, without sentiment. Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.   Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in making long-term plans or cultivating other methods to progress beyond their simple existence as hunters and gatherers.   At their core, lizardfolk view other humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.   Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.       Ability Score Increase   Your Constitution score increases by 2, and your Wisdom score increases by 1.   Age   Lizardfolk reach maturity arqund age 14 and rarely live longer than 60 years.   Alignment   Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.   Size   Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.   Speed   Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.   Languages You are fluent in Common and Scale-tongue. Scale-tongue is the informal name given by other humanoids to refer to the language of the lizardfolk, which they did not bother to name. Scale-tongue is exclusively oral, having no written form.   Bite   Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cunning Artisan   As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.   Hold Breath   You can hold your breath for up to 15 minutes at a time.   Hunter's Lore   You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.   Natural Armor   You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Hungry Jaws   In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. Languages. You can speak, read, and write Common and Draconic.  

Variant:

You may trade out your 30 ft swim speed for a 10 ft burrow speed.
 

Languages. You can speak in scale-tongue as well as speak, read, and write in one additional language of your choice.

Statblocks for companions, followers and other allies.

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)

Word of Radiance

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V, M
Materials a Holy Symbol

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).

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

Xanathar's Guide to Everything

Toll the Dead

0-level (Cantrip) Necromancy

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

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).

Class(es): Cleric, Warlock, Wizard

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)

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Created by

UncleSalty.

Statblock Type

Character Sheet (Legacy)

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