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

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Peregrine

Monk / Cleric 6 Class & Level
Haunted One Background
Human Variant Race
Lawful Neutral Alignment

Strength 10
+0
Dexterity 16
+3
constitution 16
+3
intelligence 13
+1
wisdom 20
+5
charisma 14
+2
Total Hit Dice 6
Hit Die
1d8+3
+3 proficiency bonus
+3 Strength
+6 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+4 Arcana
+0 Athletics
+2 Deception
+1 History
+8 Insight
+2 Intimidation
+1 Investigation
+5 Medicine
+1 Nature
+11 Perception
+2 Performance
+2 Persuasion
+4 Religion
+3 Sleight of Hands
+6 Stealth
+5 Survival
skills SAVING THROWS: Strength and Dexterity   SKILLS: Arcana, Insight, Religion, Stealth   EXPERTISE: Perception proficiencies

 
18
Armor Class
46
Hit Points
+3
Initiative
30
Speed
AttackDie RollDamage
Unarmed Attack1d20 + 61d4 + 4
Sickle1d20 + 61d4 + 4
Attacks
Brewer’s Kit

Simple Weapons as Monk Weapons

Medium Armor and Shields

Proficiences
Spell Attack modifier | +8
Spell Attack Save DC | 16
Spellcasting
FEATS:

Observant
Perceptive

MONK FEATURES:

Unarmored Defense

CLERIC FEATURES:

Channel Divinity once per rest
Eyes of the Grave five times per long rest

Features & Traits

Heroes Enabled

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Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

 


Source: PHB, page 168

Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.


Source: UAFFS, page 3

Cleric: Grave Domain


Hit Points

Hit Dice: d8 per Cleric: Grave Domain level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after the 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion and Religion

Overview & Creation

Gods of the gave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of such deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.


Class Features

Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. 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, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. 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 your 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, you can use your Channel Divinity to mark another creature's life for termination.
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, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit 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, you can seize a trace of vitality from a parting soul and use it to heal the living. 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.

Domain Spells
You gain domain spells at the cleric levels listed below.


Cleric levelSpells
1stbane, false life
3rdgentle repose, ray of enfeeblement
5threvivify, vampiric touch
7thblight, death ward
9thantilife shell, raise dead

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Variant Human

Ability Score Increase +1 to two ability scores of your choice
Size Medium
Speed 30ft

Skills - You gain proficiency in one skill of your choice.   Feat - You gain one feat of your choice.

Languages. Common, one extra language of your choice.

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Level 0 Spells

XGtE P. 169

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.
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).
Available for: Warlock, Wizard, Cleric

PHB: P. 277

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.
Available for: Artificer, Cleric

PHB: P. 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 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

XGtE P. 171

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: 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).
Available for: Cleric

PHB: P. 255

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, M
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

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