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Miu Zala

Changeling Race
Rift (Gla'ton) Origin
Travel Cleric (2)/Dancing Blade Fighter (5) 7 Class & Level
Neutral Alignment
Wondox Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 20
+5
constitution 16
+3
intelligence 11
+0
wisdom 18
+4
charisma 11
+0
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+5 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
+2 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+4 Medicine
+0 Nature
+7 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+4 Survival
skills

 

MV

Prestige
1
Attunement Slots
17
Armor Class
64
Hit Points
+5
Initiative
40
Speed
+ 1 Shortsword 1d20+9 1d6+1d6+1d6+6
Guiding Bolt 1d20+7 4d6
Attacks
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: Weaver's Tools
Saving Throws: Wisdom, Charisma
Skills: Insight, Martial, Perception, Deception, Athletics
Languages: Common, Elvish, Sylvan
Proficiences
Spell Save DC: 15
Spell Attack Modifier: 7

Cantrips:
Mending
Guidance
Message

1st Level:
Bane
Bless
Ceremony
Cure Wounds
Guiding Bolt
Shield of Faith
Comprehend Languages
Longstrider
Spellcasting
1d6 Lightning 1d6 Cold +1 Shortsword x2
Studded Leather Radiant Kindness
Dagger
Explorer's Pack
A shield and a holy symbol
Equipment
Factionless
Faction
Madman
Stat Array
Adaptive Physiology

Adaptive Physiology:
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.

 


Shaperchanger

Shapechanger:
You can use an action to shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.

 


Fighting Style

Fighting Style:
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 


Second Wind

Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

 


Action Surge

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

 


Flashing Blades

Flashing Blades
At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twinned melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.

 


Improved Dual Weapon Fighting

Improved Dual Weapon Fighting
At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting.

Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack, if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.

 


Extra Attack

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

 


Swift Shape

Swift Shape:
You may dash or disengage as a bonus action a number of times per day equal to your Wisdom modifier. You regain all uses of this ability when you finish a long rest.

 


Channel Divinity

Channel Divinity:
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: 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.

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.

 


Twisted Path

Twisting Paths:
Starting at 2nd level, you can use your Channel Divinity to rearrange the battlefield.

As an action, you may present your holy symbol and cause yourself and up to two other allies within 60 ft. of you to change places in any order you wish. This is a teleport effect and each of the spaces occupied must be able to be occupied by the creature place there.

 


Radiant Kindness

Radiant Kindness
Your constitution score increases by 2, up to a maximum equal to your ability score cap.
When you take the dash action, you can also teleport up to 15 feet in one direction. You can do this twice, regaining both uses after finishing a long rest.

 

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

skinnypanda.

Statblock Type

Verum Character Sheet

Link/Embed