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Kenku Race
Dolten - The Skittering Origin
Cleric (Grave Domain) 7 Class & Level
Chaotic Neutral Alignment
Raquel Deity
Factionless Faction
- Rank/Position
0 Loyalty
- Company

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 14
+2
wisdom 20
+5
charisma 11
+0
Total Hit Dice 7
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+2 Dexterity
+6 Constitution
+2 Intelligence
+8 Wisdom
+3 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+2 Arcana
+0 Athletics
+3 Deception
+2 History
+5 Insight
+0 Intimidation
+5 Investigation
+8 Martial
+8 Medicine
+2 Nature
+8 Perception
+0 Performance
+0 Persuasion
+5 Religion
+2 Sleight of Hands
+5 Stealth
+5 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
20
Armor Class
59
Hit Points
+2
Initiative
30 ft.
Speed
Dagger 1d20+5 1d4+2 piercing
Light Crossbow 1d20+5 1d8+2 piercing
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: Cook's Utensils, Weaver's Tools
Skills: Deception, Investigation, Martial, Medicine, Perception, Religion, Stealth
Languages: Common, Auran
Proficiences
Spell DC: 16
Spell Attack Bonus: +8
Number of Spells Prepared: 12

Cantrips:
Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
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.

 


Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
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 cloak, 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.

 


Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 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.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

DC: 16 Dexterity Save
Damage: 2d8 Radiant

 


Spare the Dying
Necromancy cantrip
Casting Time: 1 bonus action
Range: 30 feet
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.

 


Toll the Dead
Necromancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
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.

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).

DC: 16 Wisdom Save
Damage: 2d8 Necrotic
Damage if Injured: 2d12 Necrotic

 


1st Lvl Spells:
Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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.

 


False Life
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

 

(Guiding Bolt)
(Healing Word)
(Inflict Wounds)
(Cure Wounds)
(Detect Evil and Good)

2nd Lvl Spells:
Gentle Repose
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

 


Ray of Enfeeblement
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

 

(Spiritual Weapon)
(Hold Person)
(Silence)

3rd Lvl Spells:
Revivify
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (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.

 


Vampiric Touch
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

(Clairvoyance)
(Dispel Magic)
(Spirit Guardians)
(Create Food and Water)

4th Lvl Spells:
Blight
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

 


Death Ward
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

 






















Spellcasting
Armor:
+1 Breastplate
AC: 14 + Dex (max 2) + 1
Stealth: -
Weight: 20 lbs

 


Weapons:
Light Crossbow
Type: Simple weapon, ranged weapon
Damage: 1d8 piercing
Properties: ammunition (80/320 ft.), loading, two-handed

 


Dagger
Type: Simple weapon, melee weapon
Damage: 1d4 piercing
Properties: finesse, light, thrown (range 20/60)

 


Shield:
+1 Shield
AC: +3

 


Jewelery:
vJewelery (Attunement)
Wondrous Bracelet

Effects:
As an action you can send a 5 word message to a creature who you know the name of and have physically met before. This message is read aloud in their head in your voice and the creature knows you sent it. This message can travel great distances, but has a 20% chance to fail if sent to a different plane of existence. You can do this 10 times, regaining all uses after finishing a long rest.
Your Wisdom score increases by 2, up to a maximum equal to your ability score cap.

 


Inventory:
2x Bandolier
1x Cook's Utensils
1x Weaver's Tools
10x Daggers
1x Crossbow Bolt Case
20x Crossbow Bolts

Explorer's Pack
1x Backpack
1x Bedroll
1x Mess Kit
1x Tinderbox
10x Torches
10x Days of Rations
1x Waterskin
1x 50 ft. Hempen Rope

 

Equipment
Factionless
Faction
The Mad Man
Stat Array
Origin:
Dolten
You gain a +3 bonus to saving throws vs. Fear effects.

+1 to Wisdom

 


Sub-origin:
The Skittering
You start your career with 800 additional gold.
You must consume 8 times the normal amount that your race requires. However, you have no problem eating sentient races.
Tool Prof – Weaver's Tools
Skill Prof – Perception
+1 to Dexterity

 


Faction:
Factionless
Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
Tool Prof – Cook's Utensils
Skill Prof – Medicine

 


Deity:
Raquel
Skill Prof – Investigation
+1 to Wisdom

 


Racial Traits:
Expert Forgery
You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

 


Kenku Training
You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Skill Prof – Deception
Skill Prof – Stealth

 


Mimicry
You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

 


Languages
You can read and write Common and Auran, but you can only speak using your Mimicry trait.

 


Class Features:
Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips:
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells:
The Cleric table shows how many spell slots you have to cast your cleric 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 spell 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 cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability:
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast 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 can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a holy symbol as a spellcasting focus for your cleric spells.

 


Cleric Skills
Skill Prof – Martial
Skill Prof – Religion

 


Grave 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.

Grave Domain Spells:
Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

 


Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

 


Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

 


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.

 


Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

 


Destroy Undead (CR 1/2)
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

 


Sentinel at Death's Door
At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

 


Feats:
Lvl 4 Feat – Resilient (Con)
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

+1 to Constitution

 



























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

Drag0n0us.

Statblock Type

Verum Character Sheet

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