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

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Elva Bearbite

Cleric (Twilight) 20 Class & Level
Outlander Background
Half Wood-Elf (Werebear) Race
NG Alignment

Strength 20
+5
Dexterity 15
+2
constitution 16
+3
intelligence 12
+1
wisdom 20
+5
charisma 14
+2
Total Hit Dice 20
Hit Die
1d8+3
+6 proficiency bonus
+6 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+11 Wisdom
+9 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+1 Arcana
+11 Athletics
+2 Deception
+1 History
+5 Insight
+2 Intimidation
+1 Investigation
+11 Medicine
+1 Nature
+5 Perception
+2 Performance
+2 Persuasion
+7 Religion
+2 Sleight of Hands
+2 Stealth
+11 Survival
skills

 
21
Armor Class
178
Hit Points
+2
Initiative
30
Speed
Dragonslayer Greatbow (300/1200) 1d20+11 1d12+5
Claw (bear form only) 1d20+11 2d8+5
Axe of Selune 1d20+12 1d8+6 1d10+6
Divine Strike +2d8 radiant to weapon attacks and cantrips
Activate Axe of Selune as BA, extra 2d6 radiant damage on hit.
80 ft light 1/2 bright 1/2 dim
Attacks
Lyre, all weapons, all armor

Common, Elvish, Dwarvish, Giant
Proficiences
25 prepared spells. DC 19 (21), +11 (13) to hit
Cantrips: Thaumaturgy, Toll the Dead, Mending, Spare the Dying, Word of Radiance
1st level (4 slots): Sleep*, Faerie Fire*, Cure Wounds, Inflict Wounds, Guiding Bolt, Healing Word
2nd level (3 slots): Moonbeam*, See Invisibility*, Spiritual Weapon
3rd level (3 slots): Aura of Vitality*, Leomund's Tiny Hut*, Create Food and Water, Revivify, Sending, Mass Healing Word, Spirit Guardians, Dispel Magic, Speak With Dead
4th level (3 slots): Aura of Life*, Greater Invisibility*, Deathward
5th level (3 slots): Circle of Power*, Mislead*, Greater Restoration, Holy Weapon, Mass Cure Wounds, Dispel Evil and Good, Dawn
6th level (2 slots): Word of Recall, Heroes' Feast, Heal
7th level (2 slots): Resurrection, Regenerate
8th level (1 slot): Sunburst, Antimagic Field
9th level (1 slot): Mass Heal
10th level (1 slot): Salvation

once: Lightning bolt w/ save dc 15, then no more

Channel Divinity (3/rest):
-Turn Undead
Destroy undead (4)
-Harness Divine Power
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.
-Twilight Sanctuary
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits.
• Give it 1d6 temporary hit points+ Cleric level
• End one effect causing it to be charmed or frightened.
You and your allies also gain the benefits of half cover while within the sphere.

Spellcasting
A hunting trap, a small mammoth tusk, a set of traveler's clothes, cold weather clothes, snowshoes, crampons, holy symbol of Selune, a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 23 days of rations, a waterskin, 2 person tent, 50 ft. rope, breastplate, walrus tusk handled hunting knife with a carved bear head, simple hand mirror, healer's kit (10 uses), 10 ft pole. Fuzzy light blue scarf, Wand of Web* (DC 15), shield, The Axe of Selune*, arcane focus, velyn's spellbook, professor scant, Netheroak wand, small bag of inedible jelly beans

+3 Breastplate, Talisman of Pure Good

36 Great Arrows.

5 revivify diamonds
300 gp of diamond dust

Allie's 1st and 2nd Drizzt novels.

45 gp 3 sp
Equipment
I watch over my friends as if they were a litter of newborn pups.

Personality Traits
Charity. I always try to help those in need, no matter what the personal cost.
Ideals
I owe my life to a Goliath named Oyaminartok who saved me from certain death.
My mother, Queen Bjornhild Solvigsdottir of the tiger tribe, tried to sacrifice me to Auril. If I can't get revenge, I'd at least like to know why.
Bonds
I can be too trusting of others, but I can't help it after all the people who have helped me in my life.
Flaws
Outlander
-You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Werebear
-Resistance to non-magical, non-silvered damage. can transform into hybrid or a large bear w/ all the benefits of full transformation (natural weapons, +1 AC, immune to mundane damage).

Eyes of Night
-300 ft darkvision; Bright light in dim
As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you, up to Wis mod. The shared benefit lasts for 1 hr. 1/Long Rest unless you spend a spell slot

Vigilant Blessing
-As an action, you give one creature you touch (including possibly yourself) advantage on your next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Mask of the Wild
-You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Fey Ancestry
-You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Horrific scar
-Disadvantage on persuasion checks, advantage on Intimidation checks.

Crusher
-Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
-When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Steps of Night
-As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Intervention
-Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and it happens no roll required. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

War Caster
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Perpetual
-Immune to poison and disease. Regenerate lost limbs at will like from the regenerate spell. Do not age and can manually alter age. Instead of dying, body+equipment reappear 8d12+24 months later.
Features & Traits

Heroes Enabled

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Created by

RealLifeLoreNerd.

Statblock Type

Character Sheet (Legacy)

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