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Sasha Spopovich

Firbolg Race
The Rift, Gla'ton Origin
Cleric/Life 3 Class & Level
Caotic Neutral Alignment
Inca Deity
Grasping Hand Faction
Knuckle Rank/Position
16 Loyalty
Company

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

 
4
MV

Prestige

Attunement Slots
18
Armor Class
33
Hit Points
+0
Initiative

Speed
Mace 1d20+5 1d6+3
Spear 1d20+5 1d6+3 1d8+3
Attacks
Skills: Medicine/insight (Cleric), perception (Faction less), Nature (Inca Lip Service)

Armor: light armor, medium armor, shields

Weapons: simple weapons

Calligraphers Supplies - Factionless Start
10 Identify writer of nonmagical script
15 Determine writer's state of mind
15 Spot forged text
20 Forge a signature

Alchemist's Supplies - Grasping Hand
10 Create a puff of thick smoke
10 Identify a poison
15 Identify a substance
15 Start a fire
20 Neutralize acid

Languages:
Elvish
Giant
Common
Draconic (Learned)
Proficiences
Spells Known
Show spoiler
Spell DC: 14 - Spell Attack Mod: +6 Spell Slots: 2



Spellcasting
GP:1120
Faction Bank: 1781
GP= 25 x level (3) + Loyalty [max 5] (5) Total (80)
Crafting Token: 3
Chain mail - Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Mace - Simple Weapon, Melee Weapon

Spear - Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Explorer's Pack -
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope

Shield
Holy Symbol

Equipment
Grasping Hand
Faction
Mad Man
Stat Array
Firbolg Magic.
You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step.
As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf.
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages.

You can speak, read, and write Common, Elvish, and Giant.

Cleric
lvl1: bless, cure wounds

Disciple of Life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity (1/rest)
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.
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: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
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

wingman3xtreme.

Statblock Type

Verum Character Sheet

Link/Embed