Hrekim | Character Sheet (2018) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Hrekim

Cleric 5 Class & Level
Khao - Enforcer Background
Lizardfolk Race
Lawful Neutral Alignment

Strength 11
+0
Dexterity 15
+2
constitution 16
+3
intelligence 10
+0
wisdom 17
+3
charisma 12
+1
Total Hit Dice 5
Hit Die 1d8+3
3 proficiency bonus
16 Passive perception
0 Strength
2 Dexterity
3 Constitution
0 Intelligence
5 Wisdom
3 Charisma
saving throws
2 Acrobatics
3 Animal Handling
0 Arcana
0 Athletics
1 Deception
0 History
6 Insight
1 Intimidation
0 Investigation
3 Medicine
3 Nature
6 Perception
1 Performance
4 Persuasion
3 Religion
2 Sleight of Hands
2 Stealth
6 Survival
skills
20
AC
46
Hit Points
2
Initiative
Base 30ft., Swim 30ft.
Speed
Faction: Great Bazaar (Loyalty 3)

Prestige: 1


Languages: Common and Draconic.


Proficiencies

  • Origin: Khao - Jungle (Nature)


  • Lizardfolk: Hunter's Lore (Perception, and Survival)


  • Cleric: Armor Proficiencies (Light armor, medium armor, shields)


  • Cleric: Skill Proficiences (Insight, Religion)


  • Babylon: Lip Service (Persuasion)


  • Great Bazaar: Proficiencies (Alchemist's Supplies)


  • Domain: War Proficiencies (Martial Weapons, Heavy Armor)


  • Feat: Skilled Proficiencies (Calligrapher's Supplies, Cook's Utensils, Herbalism Kit)


Proficiencies
NameAtkDmgTypeSpecial
Warhammer 1d20+3 1d8 BludgeoningVersatile (1d10)
Dagger 1d20+5 1d4+2 PiercingFinesse, light, thrown (range 20/60)
Spear of the White Stone Guardian 1d20+4 1d6+1 PiercingThrown (20/60), Versatile (1d8)
Attacks

Cleric Spellcasting



Save DC: 14 | Spell Atk: +6

Spells
  1. 0th Level (4 known) - : Guidance, Mending, Sacred Flame, Thaumaturgy

  1. 1st Level (4 per day) - : Divine Favor, Shield of Faith |Domains| Bless, Cure Wounds, Guiding Bolt, Healing Word, Protection from Evil and Good

  1. 2nd Level (3 per day) - : Magic Weapon, Spiritual Weapon |Domains| Gentle Repose

  1. 3rd Level (2 per day) - : Crusader's Mantle, Spirit Guardians |Domain| Beacon of Hope, Protection from Energy

Spellcasting

TOTAL CARRY WEIGHT

129lb.

MAX CARRY WEIGHT

165lb.

COINAGE
Total: 9060.33) || PP: 96 | GP: 8098 | SP: 20 | CP 33


SPECIAL ITEMS

192lb. || 81lb. on person and 111lb. on cart

  • Tools of Trade: Alchemist’s Supplies (8lb.), Brewer’s Supplies (9lb), Calligrapher’s Supplies (5lb), Carpenter’s Tools (6lb), Cartographer’s Tools (6lb), Cobbler’s Tools (5lb), Cook’s Utensils (8lb), Glassblower’s Tools (5lb), Jeweler’s Tools (2lb), Leatherworker’s Tools (5lb), Mason’s Tools (8lb), Painter’s Tools (5lb), Potter’s Tools (10lb), Smith’s Tools (8lb), Tinkerer’s Tool (10lb.), Weaver’s Tools (5lb.), Woodcarver’s Tools (5lb.), Disguise Kit (3lb.), Herbalism Kit (3lb.), and Thieves’ Tools (1lb.). Weight: 110lb.

  • Scales of the Deal: Whenever your character's party would be rewarded, any gold awarded has it's total increased by 15%. (This does not stack with other Scales) Weight: 3lb.

  • Earing of Valendra Vice Weight: 0lb.

  • Letter of Introduction from Valendra Vice Weight: 0lb.

  • Holy Symbol of Babylon; Amulet Weight: 0lb.

  • Component Pouch Weight: 2lb.

  • Pole of Collapsing Weight: 7lb.

  • Memory of Agony: Plate Armor - Attunement: Paladin or Cleric If you have the spell Protection from Evil and Good prepared, you can hard cast it the without using a spell slot once per long rest. Whenever you would cast the spell Bless, you can heal your chosen allies for up to 10 hit points, distributed as you see fit. You regain the use of this ability after a long rest. Base material and enchantment slots taken Weight: 65lb.

  • Black Onyx (250gp) Weight: 1lb.

  • Spear of the White Stone Guardian: +1 Spear - Major Rare (3,000 gp) - Attunement Spear made of white stone, tips with a silvered metal edge You gain advantage on saving throws against Taladonic sources. If you are a Paladin, you add 5 to your Lay on Hands pool. If you are a Cleric, you can Channel Divinity an extra time per long rest which can only be used to Turn Undead. If you are both a Paladin and Cleric, you can use your Cleric's Channel Divinity one extra time per long rest for any use, and you add 10 to your Lay on Hands pool. Weight: 3lb.


CONSUMABLES

20lb.

  • Potion of Healing, x1 Weight: 2lb. e

  • Potion of Poison x1 Weight: 2lb. e

  • Scroll of Guiding Bolt x2 Weight: 1lb. e

  • Scrolls of Healing Word x4 Weight: 1lb. e

  • Potion of Climbing x2 Weight: 2lb. e

  • Potion of Greater healing x3 Weight: 2lb. e


CRAFTING ITEMS

0lb.

  • Steffan McCallister: [Special Crafter; Poor Special Crafter – Stefan McCallister Ability: Intelligence Aligned Item: Weapons, Wondrous Effects: Poison, Healing, Alchemy]

  • Crafting Token x6

  • Tier 1 Rare Ingredient (The Mushrooms) x1


MUNDANE ITEMS

311lb. || 28lb. on person and 283lb. on cart

  • Bullseye Lantern Weight: 2lb.

  • Belt Pouch Weight: 1lb.

  • Mule [40ft move] Carry Capacity: 394lb. / 2100lb.

  • Cart [Mule] Weight: 200lb.

  • Warhammer Weight: 2lb.

  • Blank Books (cart) Weight: ?lb.

  • Dagger Weight: 1lb.

  • Priest Pack; Backpack Weight: 5lb.

  • Priest Pack; Blanket Weight: 3lb.

  • Priest Pack; Candles, x10 Weight: 0lb.

  • Priest Pack; Tinder Box Weight: 1lb.

  • Priest Pack; Alms Box Weight: 0lb.

  • Priest Pack; Block of Incense, x2 Weight: 0lb.

  • Priest Pack; Censer Weight: 0lb.

  • Priest Pack; Vestments of Babylon Weight: 0lb.

  • Priest Pack; Rations, x1 Weight: 2lb. e

  • Priest Pack; Waterskin Weight: 5lb.

  • Shield; Holy Symbol painted Weight: 6lb.

  • Basic Alchemy Books Weight: ?lb.

  • Chest (cart) Weight: 25lb.

  • Hempen Rope x100ft (cart) Weight: 20lb.

  • Ink x1oz Weight: 0lb.

  • Inkpen Weight: 0lb.

  • Ladder x10-ft (cart) Weight: 25lb.

  • Lock and Key x1 (on chest) Weight: 1lb.

  • Manacles x2 (cart) Weight: 12lb.

Equipment
I’m willing to listen to every side of an argument before I make my own judgment.
Personality Traits
I trust that my deity will guide my actions, I have faith that if I work hard, things will go well.
Ideals
The workshop where I learned my trade is the most important place in the world to me.
Bonds
I reject conventional society norms and advocate simple, idealistic values others consider odd.
Flaws
Attribute Array - The Mad Man: WIS-15 / DEX-15 / CON-14 / CHA-11 / STR-11 / INT-10


Lizardfolk Abiliites: Your Constitution score increases by 2, and your Wisdom score increases by 1.

Bablyon Church Boon: +1 Charisma


Great Bazaar Attribute Cap Increase: Intelligence +2; This boosts the maximum of an ability score but not the score itself.


Origin - Khao Enforcer: Increase your jump height to 20ft. You have advantage on Acrobatics checks for attempting such jumps. You have trained yourself in weapons to protect those under your charge. You gain Skill Prof – Martial


Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.


Hold Breath: You can hold your breath for up to 15 minutes at a time.


Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.


Spellcasting: Cantrips: You know three cantrips from the cleric spells. You learn an additional cantrip at 4th and 10th level. Preparing and Casting Spells: The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your cleric level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells. Spellcasting Ability: Wisdom is your casting ability for cleric spells. Your magic is granted to your by your deity or their servants, as a reward for your devotion. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any cleric spell which requires one, and when making an attack roll with one.
  • Spell save DC= 8 + your proficiency bonus + your Wisdom modifier

  • Spell attack modifier= your proficiency bonus + your Wisdom modifier

  • Ritual Casting: You may cast any cleric spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.

  • Spellcasting Focus: You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.


Divine Domain - War: Choose one of the domains listed below. Each domain has a number of associated gods, and you must worship such a deity in order to select that domain. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.


Domain Spells: Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.


War Priest: From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Channel Divinity: At 2nd level, you start with two abilities: 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.


Guided Strike - CD: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


Turn Undead - CD: As an action, 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.


Destroy Undead - CD (CR 0.5): Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Features & Traits

Created by

Satheyo.

Statblock Type

Character Sheet (2018)

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