Makatza Durrinsdotter
Hit Die
+1 | Strength |
+2 | Dexterity |
+1 | Constitution |
+1 | Intelligence |
+3 | Wisdom |
+2 | Charisma |
+1 | Acrobatics |
+3 | Animal Handling |
+1 | Arcana |
+1 | Athletics |
+2 | Deception |
+1 | History |
+5 | Insight |
+2 | Intimidation |
+3 | Investigation |
+5 | Medicine |
+1 | Nature |
+3 | Perception |
+2 | Performance |
+2 | Persuasion |
+1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+5 | Survival |
Armor Class
Hit Points
Initiative
Speed
NAME | ATK BONUS | DAMAGE/TYPE |
---|---|---|
Mace | +3 | 1d6 B |
Quarter Staff | +3 | 1d6/1d8 B |
+1 Spear | +4 | 1d6/1d8 P |
Toll the Dead | +4 | 1d8/1d12 Necrotic |
Sacred Flame | +4 | 1d8 Radiant |
Word of Radience | 2d6 Radiant | |
Hellish Rebuke | +2 | 2d10 Fire |
Bane | ||
Inflict Wounds | +4 | 3d10 Radiant |
Guiding Bolt | +4 | 4d6 Radiant |
Ray of Enfeeblement | ||
Darkness | +2 | |
Bestow Curse | ||
Spirit Guardians | 3d8 Radiant |
Proficiences
Ability: CHA (Racial Spells)
Spell Save DC: 14
Spell Attack Bonus: 4
Spellcasting
Shield
Holy Symbol (2)
Explorer's Pack
-Backpack
-Bedroll
-Mess Kit
-Tinderbox
-10 Torches
-10 Days of Rations
-Waterskin
-50 ft. of Hempen Rope
Monster Hunter's Pack
-Chest
-Crowbar
-Hammer
-3 Wooden Stakes
-Flask of Holy Water
-Set of Manacles
-Steel Mirror
-Flask of Oil
-Tinderbox
-3 Torches
+1 Runic Breastplate
Leather Armor
Water Breathing Potion
Equipment
60 ft. Darkvision
Fire Resistance
HAUNTED ONE:
Commoners will do what they can to help you.
CLERIC:
Grave:
Your healing spells always heal for maximum on dying or stabilized targets.
You know Spare the Dying & can use it as a bonus action from 30 ft. away.
You can divine the location of undead within 60 ft.+a clear path until the end of your next turn as an action (WIS mod per day)
Channel Divinity:
Turn Undead
PATH TO THE GRAVE:
Mark a life force for termination. As an action, choose 1 creature you can see within 30 ft. of you, cursing it until the end of your next turn. The next time you or an ally hits the cursed creature with an attack, the creature has vulnerability (x2 damage).
Features & Traits
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Level 0 Spells
PHB 282
Thaumaturgy
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Spare the Dying
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Xanathar's Guide to Everything
Toll the Dead
0-level (Cantrip) Necromancy
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.
At higher levels: 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).
Sacred Flame
0-level (Cantrip) Transmutation
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.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
Mending
0-level (Cantrip) Transmutation
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 clack, 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.
Word of Radiance
0-level (Cantrip) Evocation
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Level 1 Spells
PHB, page 250
Hellish Rebuke
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
SRD
Bane
1-level Enchantment
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 1d4 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.
PHB
False Life
1-level Necromancy
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.
Cure Wounds
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB, page 253
Inflict Wounds
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
PHB, page 248
Guiding Bolt
1-level Evocation
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Level 2 Spells
PHB, page 230
Darkness
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
PHB, page 245
Gentle Repose
2-level Necromancy (ritual)
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
2-level Necromancy
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.
Zone of Truth
2-level Enchantment
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Prayer of Healing
2-level Evocation
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
3rd level: 3d8 + spellcasting modifier
4th level: 4d8 + spellcasting modifier
5th level: 5d8 + spellcasting modifier
6th level: 6d8 + spellcasting modifier
7th level: 7d8 + spellcasting modifier
8th level: 8d8 + spellcasting modifier
9th level: 9d8 + spellcasting modifier
PHB
Find Traps
2-level Divination
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Level 3 Spells
Bestow Curse
3-level Necromancy
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the Duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
- Choose one ability score. While cursed, the target has disadvantage on Ability Checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on Attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.
Spirit Guardians
3-level Conjuration
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
4th level: 4d8 radiant or necrotic damage
5th level: 5d8 radiant or necrotic damage
6th level: 6d8 radiant or necrotic damage
7th level: 7d8 radiant or necrotic damage
8th level: 8d8 radiant or necrotic damage
9th level: 9d8 radiant or necrotic damage
Statblocks for your Trinkets, businesses, building, castles, empires.
The major events and journals in Makatza's history, from the beginning to today.
Met My Ancestor
Spoilers: she doesn't like me. Or Remus. I don't know what she is, but I am a mite bit frightened.
12:24 am - 19.01.2020The list of amazing people following the adventures of Makatza.

Social