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Selcis

Scorpion Fanus Race
Outsider Origin
Life / Forge Cleric 3 (2 Life, 1 Forge) Class & Level
Neutral Alignment
Collectors of Vansolis Deity
Jörmungandr Faction
Vow 2 Rank/Position
Loyalty
Company

Strength 20
+5
Dexterity 16
+3
constitution 14
+2
intelligence 13
+1
wisdom 20
+5
charisma 20
+5
Total Hit Dice 3
Hit Die
1d1d8+2
+2 proficiency bonus
+5 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+7 Wisdom
+7 Charisma
saving throws
+3 Acrobatics
+5 Animal Handling
+1 Arcana
+5 Athletics
+5 Deception
+3 History
+7 Insight
+5 Intimidation
+1 Investigation
+5 Martial
+7 Medicine
+1 Nature
+7 Perception
+5 Performance
+5 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
14
Armor Class
22
Hit Points
+2
Initiative
30, 30 Climb
Speed
Attacks
Tools: Poisoner Kit, Smith's Tools
Skills: Medicine, Perception, Insight, Religion, and History
Resistance: Fire
Advantage: In Desert (Perception/Survival)
Disadvantage: Stealth, Slight of Hand, and Acrobatics
Proficiences
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier (DC )
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier (+)

Cleric Cantrips

Mending [V S M (Two lodestones)]
Spoiler label
This spell Repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or Construct, but the spell can't restore magic to such an object.


Toll the Dead [V S]
Spoiler label
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).


Guidance [V S]
Spoiler label
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.


Cleric 1st Level Spells

Inflict Wounds [V S]
Spoiler label
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.


Bless [V S M (A sprinkling of holy water)]
Spoiler label
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.


Cure Wounds [V S]
Spoiler label
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.


Create or Destroy Water [V S M (A drop of water if creating water or a few grains of sand if destroying it)]
Spoiler label
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.


Identify [V S M (A pearl worth at least 100 gp and an owl feather)]
Spoiler label
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires Attunement to use, and how many Charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.


Searing Smire [C, V]
Spoiler label
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.


Healing Word [V]
Spoiler label
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.


Shield of Faith [V S M (A small parchment with a bit of holy text written on it)]
Spoiler label
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the Duration.


Cleric 2nd Level Spells

Hold Person [V S M (A small, straight piece of iron)]
Spoiler label
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be Paralyzed for the Duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target on additional Humanoid for each slot level above 2nd. The Humanoids must be within 30 feet of each other when you target them.


Prayer of Healing [V]
Spoiler label
Up to six creatures of your choice that you can see within range each regain Hit Points equal to 2d8 + 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 3rd Level or higher, the Healing increases by 1d8 for each slot level above 2nd.

Spellcasting
• Mace
• Leather Armor
• Light Crossbow and 20 bolts
• Priest's Pack (Backpack, blanket, candle (10), tinderbox, alms box, block of incense (2), censer, vestments, rations (2), waterskin)
• Shield
• Holy Symbol

1000 gp
2 Fire root
3 poison root
5 volt root
5 cacti root
4 nap nap root
golden cacti
7 coral
10 vials of tail poison
Equipment
Jörmungandr
Faction
Rolled: 17, 16, 14, 14, 14, 12 Replaced: 19, 19, 17, 15, 14, 12
Stat Array
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons
Language: Common, Primodial
Tools: Poisoner Kit, Smith's tools
Saving Throws: Wisdom, Charisma
Skills: Medicine, Perception, Insight, Religion, and History

Scorpion: +2 Str and +1 two other stats (Str and Dex)
Origin: +1 to Wis, Int, and Dex

Dessert Resistances: You have ADV on Survival and Perception rolls while in the Dessert, gain Fire Resistance, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide.

Poisoner: You have proficiency Poisoner Kits and Takes half the time for you to make Potions and other Concoctions.

Life Domain:
1st Bless, Cure Wounds
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead

Forge Domain:
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protection from Energy
7th Fabricate, Wall of Fire
9th Animate Objects, Creation

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.

Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.

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.

Channel Divinity: 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.


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

Drangoana.

Statblock Type

Verum Character Sheet

Link/Embed