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Lloyd Astralborn

Order Domain Cleric 1 Class & Level
Acolyte Background
Aasimar Race
Lawful Good Alignment

Strength 14
+2
Dexterity 8
-1
constitution 14
+2
intelligence 12
+1
wisdom 14
+2
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+4 Charisma
saving throws
-1 Acrobatics
+2 Animal Handling
+1 Arcana
+2 Athletics
+2 Deception
+3 History
+4 Insight
+2 Intimidation
+1 Investigation
+4 Medicine
+1 Nature
+2 Perception
+2 Performance
+4 Persuasion
+3 Religion
-1 Sleight of Hands
-1 Stealth
+2 Survival
skills Skill Profs: History, Insight, Medicine, Persuasion, Religion. proficiencies

 
18
Armor Class
10
Hit Points
-1
Initiative
30
Speed
Mace 1d20+4 1d6+2
Boomerang 1d20+4 1d4+2
Word of Radiance dc12consave 1d6
Attacks
Armor Profs: Light Armor, Medium Armor, Heavy Armor, Shields.

Weapon Profs: Simple Weapons.

Language Profs: Celestial, Common, Halfling, Elvish.
Proficiences
Cantrips: Guidance, Light, Thaumaturgy, Word of Radiance.

1st Level Domain Spells: Command, Heroism.
Spellcasting
Main Hand: Mace
Off Hand: Shield
Body: Common Clothes under Chain Mail
Neck: Holy Symbol of Pelor (Amulet)
Holstered: Boomerang
Waist: Belt Pouch containing 15gp
Backpack Contents: Holy Book of Pelor, 5 Sticks of Incense, Vestments, Blanket, 10 Candles, 2 Rations, Tinderbox, Waterskin
Total Weight Carried: 94lbs
Equipment
Lloyd is extremely intolerant of other faiths and condemns the worship of other gods, depending on the given situation he might set aside his hatred and resentment to further his own goals but if Lloyd has little or nothing to gain from working with someone not of his faith he makes it clear his intentions with them aren't kind and may attempt to kill, sabotage or generally make their lives worse. Being born as what many call a blessing Lloyd grew up in high society among his temples elites such as priests and clerics. Having been exposed to such a rich and flourishing environment for most of his life Lloyd finds it unsavory to live it rough and will seek out followers of his faith for aid, food and shelter whenever possible.
Personality Traits
Lloyd's faith is unwavering and he trusts Pelor will guide his actions and deeds, believing himself to be a conduit of the god set for a path of divine intervention and influence in the mortal world. He sees anyone that stands in the way of his holy endeavors as dark pawns to be knocked aside if keeping them alive proves useless or dangerous to his mission.
Ideals
The temple that took Lloyd in as a child holds a special place in his heart and he'll do virtually anything the priests and clerics residing there ask him to do especially Winona Silvermoon, a priest that took it upon herself personally to be Lloyd's mother figure and teach him much of what he knows now.
Bonds
To say Lloyd has a singular flaw would be blatantly incorrect. Lloyd finds it virtually impossible to truly trust anyone that doesn't profess loyalty to his faith, but he may falsely claim to in order to keep up social status. His thinking can be inflexible at times, seeking only what benefits himself and his religious goals with little regard for others outside of his circle. Lloyd judges himself harshly if he fails and judges others just as severely, because of this he often expects the worst of people but silently puts on a smile to save face.
Flaws
Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance: You have resistance to necrotic damage and radiant damage.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Voice of Authority: Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Features & Traits

Heroes Enabled

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Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con modifier
Hit Points at Higher Levels: 1d8 (or 5) + Con modifier

Proficiences

Armor: Light, Medium, Shield
Weapons: Simple
Tools:
Saving Throws: Wis, Cha
Skills: Choose 2: History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

PHB, Pgs. 57-63


Class Features

Divine Domain

Choose a Focal as your domain. Your chosen domain 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.

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.

Ability Score Improvement

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.

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 GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would 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 Mace or a Warhammer (if proficient)
  • Scale mail, Leather armor, or Chain mail (if proficient)
  • A light Crossbow and 20 Blots or any simple weapon
  • A Priest's pack or an Explorer's pack
  • A shield and a holy symbol


Spellcasting

Select Three cantrips: Guidance, Light, Mending, Resistance, Sacred Flame, Thaumaturgy
Select Two 1st level spells: Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith


LevelProficiency BonusFeaturesCantrips Known1st Slots2nd Slots3rd Slots4th Slots5th Slots6th Slots7th Slots8th Slots9th Slots
1st+2Spellcasting, Divine Domain32----------------
2nd+2Channel Divinity (1/rest), Divine Domain feature33----------------
3rd+2--342--------------
4th+2Ability Score Improvement443--------------
5th+3Destroy Undead (CR 1/2)4432------------
6th+3Channel Divinity (2/rest), Divine Domain feature4433------------
7th+3--44331----------
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332----------
9th+4--443331--------
10th+4Divine Intervention543332--------
11th+4Destroy Undead (CR 2)5433321------
12th+4Ability Score Improvement5433321------
13th+5--54333211----
14th+5Destroy Undead (CR 3)54333211----
15th+5--543332111--
16th+5Ability Score Improvement543332111--
17th+6Destroy Undead (CR 3), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention Improvement5433332211

Order Domain (Cleric Subclass)


Hit Points

Hit Dice: d8 per Order Domain (Cleric Subclass) level
Hit Points at first Level: 8 +Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier

Proficiences

Armor: see PHB
Weapons: see PHB
Tools: see PHB
Saving Throws: see PHB
Skills:

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Overview & Creation

At 1st level, a cleric chooses a Divine Domain. This source adds the Order Domain to the options available to the cleric making that choice.

The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus.

The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities.

Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse.

At each indicated cleric level, you add the listed spells to your spells prepared. See bottom of block for spell list.


Class Features

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Stirke

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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8 .

Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.


Cleric LevelSpells
1stcommand, heroism
3rdhold person, zone of truth
5thmass healing word, slow
7thcompulsion, locate creature
9thcommune, dominate person

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Aasimar

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

Basic informations

Lore

Aasimar bore the mark of their celestial touch through many different physical features that often varied from individual to individual. Most commonly, aasimar were very similar to humans, like tieflings and other planetouched. They can be seen anywhere on Deia, anywhere where a humanoid community had contact with higher beings of light.   Nearly all aasimar were uncommonly beautiful and still. While several aasimar were immediately identifiable as such, others were even less distinguishable than tieflings from their human ancestors, commonly standing out with only one unusual feature. Most aasimar had pupil-less pale white, gray, or golden eyes and silver hair, but those descended from planetars could also have emerald skin, while those descended from avoral celestials might have feathers mixed in with their hair. Those descended from ghaeles often had pearly opalescent eyes. Solar-descended aasimars often had brilliant topaz eyes instead or silvery or golden skin and those with couatl or lillend lineage most commonly had small, iridescent scales. Many aasimar also had a light covering of feathers on their shoulders, where an angel's wings might sprout. As in tieflings, aasimar bloodlines could sometimes run dormant for generations, reemerging after being hidden for some time.

Age

Aasimar mature at the same rate as humans, but can live up to 160 years.

Alignment

Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size

Aasimar have the same range of height and weight as humans.

Speed

Your base walking speed is 30 feet.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Healing Hands

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer

You know the Light cantrip. Charisma is your spellcasting ability for it.

Subraces

Protector Aasimar

Lore

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives from a patron angel that urge it to stand against evil.

Ability Score Increase

Your Wisdom score increases by 1.

Radiant Soul

  • Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
  • Once you use this trait, you can't use it again until you finish a long rest.

Scourge Aasimar

Lore

Scourge aasimar result from a ritualistic bond with celestial archons. The new dual-souled children are imbued with an unstable divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil- a desire that is, at best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle.

Ability Score Increase

Your Constitution score increases by 1.

Radiant Soul

  • Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
  • Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar

Lore

Fallen aasimar rarely bother to differentiate between good and evil, living following their own will. Fallen aasimar despise demons of all kinds and commonly act on the material. A fallen aasimar can form when a aasimar is touched by evil and rejects their divine patron. In some ancient texts, there are mentions about the specific ritual of compensation taken by fallen Aasimar to return to their previous state, but those disappeared long ago.

Ability Score Increase

Your Strength score increases by 1.

Radiant Soul

  • Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that you can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
  • Once you use this trait, you can't use it again until you finish a long rest.

Languages. Common, Celestial

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Created by

GalacticNeonLime.

Statblock Type

Character Sheet (Legacy)

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