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Enka Drakmir

Minotaur Race
Badlands/Cursed One Origin
Cleric 2 Class & Level
Lawful Good Alignment
Cassius Deity
TOPS Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 14
+2
constitution 12
+1
intelligence 10
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice
Hit Die
1d+1
+2 proficiency bonus
+6 Strength
+4 Dexterity
+3 Constitution
+4 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+0 Arcana
+4 Athletics
+0 Deception
+0 History
+2 Insight
+2 Intimidation
+0 Investigation
+4 Martial
+4 Medicine
+0 Nature
+2 Perception
+0 Performance
+0 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+2 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
27
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Mace 1d20+2 1d6 bludgeoning
Handaxe 1d20+2 roll: [1d6] slashing
Attacks
Medicine
Religion
Martial
Intimidation
Proficiences
Domain Spells: Bless, Heroism
Cantrips: Guidance, Sacred Flame, Word of Radiance
1st Level: Healing Word, Guiding Bolt, Cure Wounds


Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration.
The DC equals 10 or half the damage you take, whichever number is higher.lfyou take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
Spellcasting
Tops:
A set of fine clothes, a set of Leatherworker's Tools, a set of Weaver's Tools, and a belt pouch containing 15gp

Cleric:
a mace 1d6
scale mail
any simple weapon (handaxe) 1d6
explorer's pack
A shield and a holy symbol
Equipment
TOPS
Faction
Mad man
Stat Array
Minotaur Features:
advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.
add their Strength modifier to Intelligence and Charisma saving throws.
automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others.
advantage on all other Strength checks.
You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Cleric features:
If you or an ally within 30ft provoke AOP, you can use your reaction to grant +5 AC to that ally until end of their next turn. number of uses = wisdom mod. Regain on long rest
Channel Divinity:
Bound No More: Use an action to channel divinity, you and all allies within 30ft are immune to the effects of difficult terrain, have advantage on dex saving throws, and have +1 AC for 1 minute

Badlands:
+10 max HP, +2 to all saving throws

Twice Cursed:
Whenever you receive a penalty to attack rolls, saving throws or AC, you are healed a number of hit points equal to the penalty. This only counts the first time
you receive a given penalty in a combat.

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

KitaabiKeera.

Statblock Type

Verum Character Sheet

Link/Embed