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Helena Bluejeans

Cleric / Fighter 5 / 3 Class & Level
Combat Medic Background
Protector Aasimar Race
Chaotic Good Alignment

Strength 14
+2
Dexterity 14
+2
constitution 17
+3
intelligence 12
+1
wisdom 18
+4
charisma 13
+1
Total Hit Dice 8
Hit Die 1d8+3
2 proficiency bonus
14 Passive perception
2 Strength
2 Dexterity
5 Constitution
1 Intelligence
6 Wisdom
1 Charisma
saving throws
2 Acrobatics
6 Animal Handling
1 Arcana
4 Athletics
1 Deception
3 History
6 Insight
1 Intimidation
1 Investigation
6 Medicine
1 Nature
4 Perception
1 Performance
3 Persuasion
1 Religion
2 Sleight of Hands
2 Stealth
4 Survival
skills
15
AC
83
Hit Points
1
Initiative
30ft
Speed
Common, Celestial
Healing Kit, Smith's Tools, Weaver's Tools
All Armor, Shields
Simple Weapons, Martial Weapons
Land Vehicles
Proficiencies
NameBonusDamageType
Mace d20+4 1d6 Bashing
Repair Wrench (Mace +1) d20+5 1d6+1 Bashing
Light Crossbow d20+4 1d8 Piercing
Railsplitter (Handaxe +1) d20+5 1d6+1 Slashing
Mace Attack: +4 d20+4 1d6 Bashing Damage: 1d6
Repair Wrench Attack: +5 d20+5 1d6+1 Bashing Damage: 1d6+1
Light Crossbow Attack: +4 d20+4 1d8 Piercing Damage: 1d8
Railsplitter Attack: +5 d20+5 1d6+1 Slashing Damage: 1d6+1 Attacks
Shield
Healer's Kit
Soap
Lamp
Clothes, Common
Blanket
Roll of Bandages
Mace
Breastplate
Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
Pocket Spa
Ring of Sweet Flips
Virtuoso's Mask
Equipment
Do good, do what is right
Brave
Empathetic
Personality Traits
Protect the innocent, be kind
Ideals
Family, the people
Bonds
Arrogant, stubborn
Flaws

Protector Aasimar


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.
Darkvision
You have 60 ft. of Darkvision
Light Bearer
You know the Light cantrip. Charisma is your spellcasting modifier for it.


Cleric


Protection Domain
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.
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 Divinty:


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.
Radiant Defense
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.
As an bonus action, you channel blessed energy into an ally that you can see within 30 feet of you. When that ally is hit by an attack, the attacker takes radiant damage equal to 2d10 + your cleric level. This last for a number of rounds equal to your Wisdom modifier.

Fighter


Protection
When a creature you can see 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. You must be wielding a shield.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Battle Master Manuevers


Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Features & Traits

Created by

brenMuffin.

Statblock Type

Character Sheet (2018)

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