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Crimeir

War Cleric 4 Class & Level
Hermit Background
Hill Dwarf Race
Lawful Good Alignment

Strength 14
+2
Dexterity 8
-1
constitution 15
+2
intelligence 10
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 4
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+3 Charisma
saving throws
-2 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+1 Deception
+0 History
+6 Insight
+1 Intimidation
+0 Investigation
+6 Medicine
+0 Nature
+4 Perception
+1 Performance
+3 Persuasion
+2 Religion
-1 Sleight of Hands
-1 Stealth
+4 Survival
skills Saving Throws: Wisdom, Charisma
Skills: Insight, Medicine, Persuasion, Religion
Resistances: Advantage on Saving Throws against poison, and you have Resistance against poison damage.
Other: Whenever you make an Intelligence (History) check related to the Origin of stonework, you can add +4 to your roll
You have disadvantage on stealth rolls. proficiencies

 
18
Armor Class

Hit Points
-1
Initiative
25
Speed
WeaponActionRange (normal/disadvantage)Attack BonusDamage
Warhammer1A5 feet (reach) 1d20+4 1d8 bludgeoning
Light crossbow1A80/320 feet 1d20+1 1d8 piercing
Sacred Flame1A60 feetDexterity Save 14 1d8 radiant (1/2 on save)
Divine Favor1 Bonus ActionSelfConcentration 1 minute 1d4 additional radiant
Magic Weapon1 Bonus ActionTouchAutomatic, 1 hourWeapon is now magical, add +1 to attack and damage rolls
Spiritual Weapon1 Bonus Action60 feet 1d20+4 1d8+6 force
Move Spiritual Weapon1 Bonus Actionmove weapon up to 20 feet
Attacks
Tools: Herbalism Kit, Brewer's supplies

Languages: Common, Dwarvish, Goblin

Weapons: Battleaxe, handaxe, light hammer, warhammer, simple and martial weapons

Armor: Light armor, Medium armor, Heavy armor, and shields
Proficiences
Spellcasting is based on your Wisdom score
You have four 1st level spell slots and three 2nd level spell slots.

Spell Save DC: 14
Spell Attack Modifier: 1d20+6

You can regain used spell slots during a long rest.
Spellcasting
Weapons:

  • Warhammer

  • Chain mail

  • Light crossbow and 20 bolts

  • A shield


Items

  • A scroll case stuffed full of notes from your studies/prayers

  • A winter blanket

  • Set of common clothes

  • A holy symbol

  • Priest's pack



Gold: 80 gold pieces
Equipment
I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.

I hum when I'm deep in thought.
Personality Traits
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking.
Ideals
My isolation in the wilds of Faerûn gave me insight into a great evil that only I can discover.
Bonds
I risk too much in the discovery of lost knowledge, no matter how small.

Also, I hate spiders.
Flaws
Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

War Priest: 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 4 times per long rest.

Guided Strike: You can use Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use this to add +10 bonus to the roll before the DM makes the call.

Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

War Cleric


Hit Points

Hit Dice: d8 per War Cleric level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 per level + your Constitution modifier

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Class Features

Divine Domain: War

 

Channel Divinity

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 Guided Strike.   You can use one charge of Channel Divinity per short or long rest.  
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 of 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 of 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.  
Channel Divinity: GUIDED STRIKE
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.


Spellcasting

Wisdom is your spellcasting ability.   Spell Save DC = 14 Spell Attack Modifier = +6


Subclass Options

War Domain

  War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.   War Domain Spells
Cleric Level Spells
1st Divine Favor, Shield of Faith
3rd Magic Weapon, Spiritual Weapon
 
 

Hermit

You lived in seclusion - either in a sheltered community such as a monastery, or entirely alone - for a formative part of your life. In your time apart, from the clamor of of society, you found quiet, solitude and perhaps some of the answers you were looking for.

Skill Proficiencies Medicine, Religion
Tool Proficiencies Herbalist Kit
Languages One of you choice
Equipment A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalist kit, and 5gp.

Features

Feature: Discovery. The quiet seclusion of you extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revlation depends on the nature of your seclusion. It might be a great truth about the cosmos, the duties, the powerful beings of of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has been long forgotten, or unearthed some relic of the past that will rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it, and long for company. Wether they embrace solitude or long to escape it, the solitary life shapes there attitudes and ideals A few are driven slightly mad by their years apart from society.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Hill Dwarf

Ability Score Increase +2 Con, +1 Wis
Size Medium
Speed 25 ft

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size: Between 3 and 4 feet tall and average about 120 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet.  Your speed is not reduced by wearing heavy armour. 

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages.

Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. there is also a tendency to say "mine" in the place of "my".

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

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.

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

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a firefly or phosphorescent moss

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

Class(es): Artificer, Bard, Cleric, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

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)

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)

Level 1 Spells

Divine Favor

1-level Evocation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, up to 1 Minute
Components V, S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Class(es): Paladin, Cleric (War Domain)

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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

Level 2 Spells

Magic Weapon

2-level Transmutation

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

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Class(es): Artificer, Paladin, Wizard, Cleric (Arcana Domain), Cleric (Forge Domain), Cleric (War Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Spiritual Weapon

2-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration 1 Minute
Components V, S

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.   As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.

Class(es): Cleric, Paladin (Oath of Conquest), Sorcerer (Divine Soul), Warlock (The Raven Queen)

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midnight_kitti.

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