Remove these ads. Join the Worldbuilders Guild

Alvina Miller (Training)

Song-sworn Halfling Race
Rift/Gla'ton Origin
Cleric 1 1 Class & Level
Chaotic Good Alignment
The Seven Deity
Mages' Guild Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 14
+2
intelligence 11
+0
wisdom 18
+4
charisma 10
+0
Total Hit Dice 1d8
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+6 Deception
+0 History
+6 Insight
+4 Intimidation
+0 Investigation
+6 Martial
+4 Medicine
+0 Nature
+4 Perception
+2 Performance
+2 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+4 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
10
Hit Points
+3
Initiative
25
Speed
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons (Cleric), Martial Weapons (Luck Domain)
Tools: Cook's Utensils (Mages' Guild)
Saves: Will, Cha
Skills (Cleric): Insight, Persuasion
(Seven Lipservice): Martial

Proficiences
Mold Earth - Mages' Guild Ring
Mold Earth
Transmutation • S
1 Action
Instantaneous
30 ft
(5 ft )
Control
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft (5 ft )
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Cleric Spellcasting
Cleric Spellcasting
Spell save DC = 14
Spell Attack modifier = 6
Prepare 5 spells + Domain Spells

 


*******Cleric Cantrips*********
Sacred Flame
Sacred Flame
Evocation • V, S
1 Action
Instantaneous
60 ft
DEX Save
Radiant
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Radiant
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.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Guidance (C)
Guidance (C)
Concentration
Divination • V, S
Touch
Buff
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Concentration 1 Minute
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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.


Word of Radiance
Word of Radiance
Level: Cantrip
Casting time: 1 Action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
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.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


***********First Level Cleric**************
Bane(C) from Luck domain
Bane
Concentration
Enchantment • V, S, M
1 Action
1 Minute
30 ft
CHA Save
Debuff
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Debuff
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

 


Guiding Bolt from Luck Domain
Guiding Bolt
Evocation • V, S
1 Action
1 Round
120 ft
Ranged
Radiant
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Evocation
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.


Bless
Bless
Concentration
Enchantment • V, S, M
1 Action
1 Minute
30 ft
Buff
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Command
Command
Enchantment • V
1 Action
1 Round
60 ft
WIS Save
Prone
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V
DURATION
1 Round
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Prone
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Sanctuary
Sanctuary
Abjuration • V, S, M
1 Bonus Action
1 Minute
30 ft
WIS Save
Buff (...)
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
1 Minute
SCHOOL
Abjuration
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Buff (...)
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.


Cure Wounds
Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.


Healing Word
Healing Word
1 evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.


Spellcasting
encumbrance: 108 lbs

Backpack: 48 lbs
Loc
[td1[td1
BackpackQuant.Lbs.
Backpack15
Rations24
Waterskin15
Mess kit11
Hempen Rope50ft10
Cook's Utensils8
Pole of Collapsing7


Fighting/Magic Gear: 53 lbs
Loc
Fighting GearQuant.Lbs.
Component Pouch12Worn
Holy Symbol11Worn
Dagger11Worn/Wielded
Scale Mail (AC: 14+Dex <=2)145Worn (50 gp)
Common Clothes13Worn
Guild Ring1-Worn
Taltaken Mask/td]1-Worn - Active
Additional point of damage for hard-cast cantrips


Bandolier 1 (1 lb)
Contains: 3 basic potions of healing (6 lb)

Bandolier 2 (1 lb)
Equipment
Mages' Guild
Faction
Mad Man
Stat Array
Summary

Advantage saving throws frightened
Resistance Thunder
4x re-roll twice upon rolling a 1 and take either result on attack rolls, ability checks, or saving throws (Luck domain). After that, re-roll any 1's for them (Halfling)

 


Ghostwise Halfling

Halfling (Ghostwise)
Ability Score Increase Dex +2; Wis +1
Size Small
Speed 25 ft.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Languages. You can speak, read, and write Common and Halfling . The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

 


Origin Rift/Gla'ton
Rift: +1 Wisdom
The soul is empowered. +1 to Wisdom
The whispers of spirits cause words to fail. Denied skill - Persuasion

 


Divinity & Luck Domain
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons.

Divine Luck
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you possess the Lucky Halfing Trait, you may instead use this power to reroll twice upon rolling a 1 and take either result. You may only benefit from this ability a number of times equal to your Wisdom modifier (3). You regain these uses when you finish a long rest.

Church Boon: +1 Wis
Lip Service: +1 Martial


__________Notes_______

Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

ResePieces.

Statblock Type

Verum Character Sheet

Link/Embed