Zanzibar | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Zanzibar

Grave Cleric 1 Class & Level
Hildren/Gransthurian Guard Background
Skaven Race
Neutral Good Alignment

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

 
17
Armor Class
8
Hit Points
+2
Initiative
35
Speed
Flail 1d20+2 1d8+2
Light Crossbow 1d20+5 1d8+3
===============================================
Toll of the deadWS: 14 1d8 necroif target missing hp 1d12
Sacred FlameDS: 14 1d8 rad
Guiding Bolt 1d20+6 4d6 rad next attack has advantage before next turn
Attacks
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Simple Weapons, Warhammer.
Origin: Athletics, Race: Survival, Stealth Class: Religion, Persuasion
Church: Survival, Medicine
TOOLS
none
LANGUAGES
Common, Under common, Thief Cant
Proficiences
Cantrips: Spare the dying, Guidance, Toll of the Dead, Sacred flame
==========================
1st level
Domain spells: Bane, false life.
Bless, Guiding Bolt, Shield of faith, healing word, cure wounds.

Spellcasting
Scale mail, shield, flail, light crossbow, 20 bolts, a priest pack, holy simbol, 150 gold.
Equipment
Charming, Good natured, Calm, Wise, Friendly.
Personality Traits
To fulfill strangers lives to the extent he can while on his journey, giving a slight breathe of peace in their lives as death follows each one, one way or another.
Ideals
The Gransthurian Guard
Bonds
Detests undead as they are a mockery to life, Zealot to his god, Love towards beings is hard to connect.
Flaws
Look: Grayish blue rat with Azure eyes, dressed in gowns and hood that covers his face in an ornate crown, and faith simbols dangling of his hood.
4.2 ft tall.
tail has a small bell.
Religion:
Pazral: Lord Death, He Who Stands Awaiting at the End ,The Everlasting

=======================================================
Skaven

Skaven are the race of Ratfolk that originally lived in the Underdark. They have come above ground following “The Cataclysm” that lead to the instability of the Underdark and the planar portals connecting the Material Plane to the other Planes.

Skaven live to around 40 years, and reach maturity in 5.

Your Size is small.

You have a 35 foot walking speed, and a 15 foot climb speed.

Darkvision: Due to their original underground home, Skaven 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.

Nimble Escape: Skaven are flighty in nature. All Attacks of Opportunity made against you have disadvantage.

Keen Smell: Skaven have advantage on Wisdom (Perception) Checks that rely on smell.

Survival Instincts: Skaven are well versed in surviving in the wild and going unseen. You gain proficiency in Survival and Stealth.

Ability Score Increase: Skaven gain a +2 to Wisdom and a +1 to Dexterity.

Versed Speakers: You can read and write Common and Undercommon as well as 1 other language of your choice
========================================
Origin:
Gransthurian Guard:
You served as a guard within the kingdom of the Dwarves and Kobolds. Your task was to patrol the borders, and protect it from the threats of the jungles and of the Goliath tribes that live in the mountains.
You gain the ability to impose disadvantage on attack rolls made against creatures within 5 feet of you as a reaction. You can do this two times per short or long rest, increasing to four times per short or long rest if you have the protection fighting style. Additionally you gain proficiency in shields and warhammers.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Grave Domain


Hit Points

Hit Dice: d8 per Grave Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Grave Domain Spells

 
Cleric Level Spells
1stBane, False Life
3rdGentle Repose, Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead
 

Circle of Mortality

At 1st level, when you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  

Eyes of the Grave

At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Path to the Grave

Starting at 2nd level, as an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.  

Sentinel at Death's Door

At 6th level, as a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Keeper of Souls

Starting at 17th level, when an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

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Created by

DeemeeArt.

Statblock Type

Character Sheet (Legacy)

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