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Gabriel

3 Level (900/2700 XP for level-up) Outlander Background Half Elf (Wood) Race / Species / Heritage LN Alignment
Cleric
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
16
+3
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
8
-1
25
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
14
Passive Perception
1 / 1
Channel Divinity
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
-1 Deception CHA
+2 History INT
+2 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greatsword +6 STR 2d6+3 Slashing
Attacks

Spell Book

Mask of the Wild: You can hide while only lightly obscured by a natural source (rain, fog, bushe, etc.)
Darkvision 60ft
Fey Ancestry: You have advantage against charm effects, and are immune to sleep effects.
Great Weapon Master:You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

    Reaper: When you cast a necromancy cantrip you can hit two targets instead of one, as long as both targets are both within the range of the cantrip, and within 5 feet of eachother.
    Channel Divinity: You can channel your divine energy from your god. This ability has 1 charge that refreshes on a short or long rest, and can be used to create one of the following effects:

    • Turn Undead: As an action, you present your holy symbol and speak a prayer. all undead within 30 feet of you that can either see or hear you must make a Wisdom saving throw. Any undead that fail this save 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, can only take the dash action or try to escape an effect that prevents its movment, or if there is nowhere to move it can take the dodge action.

    • Touch of Death: When you hit a crature with a melee attack you can use channel divinity to deal extra necrotic damage to the target. This damage is equal to twice your cleric level + 5





  • Features & Traits
    Greatsword,Scale Mail, Holy Symbol, Amulet of the Devout, Scale Mail

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 200, Platinum: 0 Money

    +1 to greatsword attack and damage rolls
    Spellcasting
    Armor: Light, Medium, Shield
    Weapon: Simple & Martial
    Language: Elven, Lower BĂĽrach, Higher BĂĽrach, Ostoy, Charnault

    Languages & Proficiencies
    cantrips.
    cull the dead, guidance, spare the dying, chill touch.
    level 1 spellslot.
    shield of faith, inflict wounds, guiding bolt, sanctuary, purify food and drink
    level 2 spellslot.
    spiritual weapon,
    level 3 spellslot.



    channel divinity damage at current level 11

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    DnD 5e TCE

    Amulet of the Devout

    Wondrous Item

    Varies requires attunement by a cleric or paladin Requires Attunement

    This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 (uncommon), +2 (rare), or +3 (very rare) bonus to spell attack rolls and the saving throw DCs of your spells.   While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.


    Weight: 1 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.


     

    DnD 5e SRD SRD

    Greatsword

    Melee Weapon Heavy, Two-Handed Common

    Type Damage Damage Range Properties
    Martial 2d6 Slashing Heavy, Two-Handed

    Cost: 50 gp Weight: 6 lb


     

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Half-Elf (Wood Elf)

    Ability Score Increase Cha +2, Choose two other unique +1
    Size Medium
    Speed 30 ft.

    Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   Darkvision. Thanks to your elf blood, 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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   A half-elf of wood elf descent can choose one of the following features:   - Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   - Fleet of Foot. Your base walking speed increases to 35 feet.   - Mask of the Wild. You can attempt to hide when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    XGtE

    Toll the Dead

    0-level (Cantrip) Necromancy

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

    PHB

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: 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, Bard (Spirits), Druid (Stars), Sorcerer (Divine Soul)

    PHB

    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.

    PHB

    Chill Touch

    0-level (Cantrip) Necromancy

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: 1 round
    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Available for: Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard, Druid (Spores)

    Level 1 Spells

    Shield of Faith

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 60ft
    Components: V, S, M
    Materials: tbd
    Duration: Concentration, up to 10 minutes

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

    Available for: Paladins

    Player's Handbook

    Inflict Wounds

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Basic Rules, pg. 248

    Guiding Bolt

    1-level Evocation

    Casting Time: 1 Action
    Range/Area: 120 ft
    Components: V, S
    Duration: 1 Round
    Attack/Save: Ranged
    Damage/Effect: Radiant
    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    Available for: Cleric, Oath of Glory, The Celestial, Divine Soul

    Sanctuary

    1-level Abjuration

    Casting Time: 1 bonus action
    Components: V, S, M
    Materials: A Small Silver Mirror
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
    Available for: Artificer, Cleric

    Purify Food and Drink

    1-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 10ft
    Components: V, S
    Duration: Instantaneous

    All nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.

    Level 2 Spells

    Spiritual Weapon

    2-level Evocation

    Casting Time: 1 minute
    Range/Area: 60ft
    Components: V, S
    Duration: 1 minute
    Attack/Save: melee spell attack
    Damage/Effect: force

    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.

    At higher levels:

    When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

    Available for: Followers of Peilzrit

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

    Explorer's Pack

    Adventuring Gear Common

    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.

    Cost: 10 gp Weight: 59 lb


     

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