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Mors

Half-Orc Race
Hermit Origin
Grave Cleric 5 Class & Level
Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 14
+2
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 20
+5
charisma 9
-1
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+8 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+0 Arcana
+2 Athletics
-1 Deception
+0 History
+8 Insight
+2 Intimidation
+0 Investigation
+8 Martial
+8 Medicine
+0 Nature
+5 Perception
-1 Performance
-1 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
43
Hit Points
+2
Initiative
30
Speed
Attacks
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Medicine, Religion, Insight, Martial, Intimidation
Languages: Common, Orcish, One more
Proficiences

Cantrips



Spare the Dying (30ft), Guidance, Toll the Dead, Mending, Sacred Flame

First Level



Bane, False Life
Bless, Healing Word, Guiding Bolt, Sanctuary

Second Level



Gentle Repose, Ray of Enfeeblement
Spiritual Weapon, Aid, Hold Person, Lesser Restoration

Third Level



Revivify, Vampiric Touch
Spirit Guardians, Remove Curse


Spellcasting
PP: 0 GP: 0 SP: 5 CP: 0

Weapons
Mace
Spear


Armour
Scale Mail
Shield


Misc
Explorer's Pack
Holy Symbol of [TBD]
Scroll case full of notes from my studies/prayers
Winter Blanket
Common Clothes
Herbalism Kit
5SP

Equipment
17/15/14/14/14/10/9/7
Stat Array

Half-Orc



Darkvision
Thanks to your orc blood, 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


Menacing
You gain proficiency in the Intimidation skill


Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest


Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit


Placeholder


Cleric



Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.


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.


Harness Divine Power (O)
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.


Feats
Resilient: Constitution
War Caster


Cantrip Versatility (O)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.


Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table.


Grave Domain Cleric


Domain Spells
Cleric LevelSpells
1stBane, False Life
3rdGentle Repose, Ray of Engeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead


Channel Divinity
When you reach 2nd level, you gain the following two Channel Divinity options.

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.

Path to the Grave: 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.


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.

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

Tasami.

Statblock Type

Verum Character Sheet

Link/Embed