Minacko D' Jorasco | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Minacko D' Jorasco

Cleric 6 Class & Level
Outlander Background
Shifter Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 13
+1
constitution 14
+2
intelligence 11
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+5 Insight
+3 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+3 Perception
+0 Performance
+3 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+5 Survival
skills

 
18
Armor Class
36
Hit Points
+1
Initiative
30
Speed
Dagger 1d20+4 1d4+2
Warhammer 1d20+3 1d8+0
Bite 1d20+3 1d6+0
Silver Fox 1d20+4 1d8+1
Spiritual Weapon 1d20+6 1d8+3
Attacks
Light Armor, Medium Armor, Shields, Heavy Armor, Simple Weapons, Pan Flute,
Proficiences
Toll the Dead | 2d8 | 2d12
Sacred Flame | 2d8
Spellcasting

Heroes Enabled

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The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

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

Starting Equipment

you start with the following equipment in addition to the equipment granted by your background   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.

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Longtooth (Shifter subrace)

Ability Score Increase +2 Str, +1 Dex
Size Tiny
Speed

Fierce: You have proficiency in the Intimidation skill.   Shifting Feature: While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
 

Shifter

Ability Score Increase +1 Dex, See subracial abilities
Size Medium
Speed 30ft

Base Abilities

Darkvision:

You have superior vision in dark and dim conditions. You 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.
 

Keen Senses:

You have proficiency in the Perception skill.
 

Shifting:

As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain benefits that depend on your subracial archetype, described below.

Once you shift, you can’t do so again until you finish a short or long rest.

Subracial Archetypes

Beasthide.

Ability Score Increase:

+2 Con while shifted  

Tough:

You have proficiency in the Athletics skill.  

Shifting Feature:

Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC.
 

Longtooth.

Ability Score Increase:

+2 Str while shifted  

Fierce:

You have proficiency in the Intimidation skill.  

Shifting Feature:

While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.  

Swiftstride.

Ability Score Increase:

+1 Dex, +1 Cha while shifted  

Graceful:

You have proficiency in the Acrobatics skill.  

Swift Stride:

Your walking speed increases by 5 feet.  

Shifting Feature:

While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.  

Wildhunt.

Ability Score Increase:

+2 Wis while shifted
 

Natural Tracker:

You have proficiency in the Survival skill.
 

Mark the Scent:

As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest.
 

Shifting Feature:

While shifted, you have advantage on Wisdom checks.

Languages. Common

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Level 0 Spells

Evocation Magic

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Cleric

Necromancy Magic

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

Transmutation Magic

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
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.   Wisdom Saving Throw: 8 + Proficiency + Wisdom Mod
At higher levels: 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: Cleric, Wizard, Sorcerer

Level 1 Spells

Enchantment Magic

Bless

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water
Duration: Concentration, up to 1 minute
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 1d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

Evocation Magic

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Evocation Magic

Guiding Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Cleric

Evocation Magic

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
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.
Available for: Bard, Cleric, Druid

Level 2 Spells

Transmutation Magic

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: Fur or a feather from a beast
Duration: Concentration, Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.   Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.   Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.   Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.   Eagle's Splendor. The target has advantage on Charisma checks.   Fox's Cunning. The target has advantage on Intelligence checks.   Owl's Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer

Abjuration Magic

Lesser Restoration

2-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Celestial Warlock, Devotion Paladin, Divine Soul Sorcerer, Life Cleric

Divination Magic

Locate Object

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: A forked twig
Duration: Concentration, Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.   The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.   This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Evocation Magic

Spiritual Weapon

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.   When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.   As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Available for: Cleric

Level 3 Spells

Abjuration Magic

Beacon of Hope

3-level Abjuration

Casting Time: 1 Action
Range/Area: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Available for: Cleric, Beauty (Twitter) Cleric, Devotion Paladin, Divine Soul Sorcerer, Life Cleric, Solidarity (PSA) Cleric, Unity (UA) Cleric

Evocation Magic

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Available for: Cleric

Abjuration Magic

Remove Curse

3-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard, Arcane Trickster Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter

Necromancy Magic

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Paladin

Conjuration Magic

Spirit Guardians

3-level Conjuration

Casting Time: 1 Action
Range/Area: Self (15-foot radius)
Components: V, S, M
Materials: A holy symbol
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric

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