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Udstvar

Firbolg Race
Dolten (Gambler Born) Origin
Cleric (Rage) 2 Class & Level
Chaotic Good Alignment
The Seven Deity
The Inquisition Faction
Redeemer Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 12
+1
constitution 14
+2
intelligence 11
+0
wisdom 18
+4
charisma 10
+0
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+0 Arcana
+5 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+6 Martial
+6 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+4 Survival
skills

 

MV
0
Prestige
1
Attunement Slots
15
Armor Class
17
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Ripping Greataxe 1d20+5 1d12+3
Attacks
Armor: Light, Medium, Sheilds
Weapons: Simple
Languages: Common, Elvish, Giant
Proficiences
DC: 14, +6 to attack
Cantrips: Light, Sacred Flame, Toll the Dead, Green-Flame Blade
1st level: Hellish Rebuke (Rage), Searing Smite (Rage), Bless, Healing Word, Inflict Wounds, Guiding Bolt, Shield of Faith, Command
Spellcasting
Scale Mail
Ripping Greataxe (+2 to attack against fiends. Crit damage is bleed)
Light crossbow (20 arrows)
Explorer's Pack ()
Holy Symbol (The Seven)

A set of fine clothes, Healer's Kit, Disguise Kit, Poisoner's Kit.
x2 Bandoliers, x3 Potions of Healing, Pole of Collapsing

Equipment
The Inquisition
Faction
Madd Man
Stat Array
Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Dolten. You gain a +3 bonus to saving throws vs. Fear effects.

Corruption Effect: Sometimes bad luck is even worse and even more so for you. Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.

Restless Fury: From 1st level, you can cast a spell or cantrip that requires you to make a spell or melee weapon attack as a bonus action instead of its normal casting time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain these uses when you finish a long rest.

Channel Divinity: Dire Aura: Starting at 2nd level, you can use your Channel Divinity as an action to create an aura 30 feet around you for 1 minute. All creatures within this aura can score critical hits on a roll of 19 or 20. All creatures that start their turn inside the aura gain a 10 foot bonus to their movement speeds as long as they move in a straight line towards a hostile creature.
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

Dagger241356.

Statblock Type

Verum Character Sheet

Link/Embed