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Makatza Durrinsdotter
Mak

Level 5 Tiefling N Cleric
(Haunted One)
/ 33 HP

A young cleric in the midst of a crisis of faith. A woman who, above all, desires the truth at any cost.


Campaign & Party

Played by
beetleboppin
   

Makatza Durrinsdotter

Cleric 5 Class & Level
Haunted One Background
Tiefling Race
N Alignment

Strength 12
+1
Dexterity 14
+2
constitution 12
+1
intelligence 12
+1
wisdom 16
+3
charisma 11
+0
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+1 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+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
skills Survival, Investigation, Insight, Medicine proficiencies

 
19
Armor Class
33
Hit Points
+2
Initiative
30
Speed
NAMEATK BONUSDAMAGE/TYPE
Mace+31d6 B
Quarter Staff+31d6/1d8 B
+1 Spear+41d6/1d8 P
Toll the Dead+41d8/1d12 Necrotic
Sacred Flame+41d8 Radiant
Word of Radience2d6 Radiant
Hellish Rebuke+22d10 Fire
Bane
Inflict Wounds+43d10 Radiant
Guiding Bolt+44d6 Radiant
Ray of Enfeeblement
Darkness+2
Bestow Curse
Spirit Guardians3d8 Radiant
Attacks
Light armor, medium armor, shields, simple weapons
Proficiences
Ability: WIS (Cleric Spells)
Ability: CHA (Racial Spells)
Spell Save DC: 14
Spell Attack Bonus: 4
Spellcasting
+1 Moth Shield
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
RACIAL:
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

Casting Time 1 Action
Range 30ft
Duration Up to 1 minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    Class(es): Cleric

    Xanathar's Guide to Everything

    Toll the Dead

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range 60 feet
    Duration Instantaneous
    Components V, S

    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).

    Class(es): Cleric, Warlock, Wizard

    Sacred Flame

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 60ft
    Duration Instantaneous
    Components V, S

    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 ).

    Class(es): Cleric

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    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.

    Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

    Word of Radiance

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 5ft
    Duration Instantaneous
    Components V, M
    Materials a Holy Symbol

    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).

    Class(es): Cleric, Sorcerer (Divine Soul)

    Level 1 Spells

    PHB, page 250

    Hellish Rebuke

    1-level Evocation

    Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range 60ft
    Duration Instantaneous
    Components V, S

    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.

    Class(es): Warlock

    SRD

    Bane

    1-level Enchantment

    Casting Time 1 action
    Range 30ft
    Duration Concentration, Up to 1 minute
    Components V, S, M
    Materials A drop of blood

    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.

    Class(es): Bard, Cleric

    PHB

    False Life

    1-level Necromancy

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V, S, M
    Materials a small amount of alcohol or distilled spirits

    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.

    Class(es): Sorcerer, Wizard

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range touch
    Duration Instantaneous
    Components V, S

    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 .

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    PHB, page 253

    Inflict Wounds

    1-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    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.

    Class(es): Cleric

    PHB, page 248

    Guiding Bolt

    1-level Evocation

    Casting Time 1 action
    Range 120ft
    Duration 1 round
    Components V, S

    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.

    Class(es): Cleric

    Level 2 Spells

    PHB, page 230

    Darkness

    2-level Evocation

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, 10 minutes
    Components V, M
    Materials Bat fur and a drop of pitch or piece of coal

    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.

    Class(es): Sorcerer, Warlock, Wizard

    PHB, page 245

    Gentle Repose

    2-level Necromancy (ritual)

    Casting Time 1 action
    Range Touch
    Duration 10 days
    Components V, S, M
    Materials a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

    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.

    Class(es): Cleric, Wizard

    Ray of Enfeeblement

    2-level Necromancy

    Casting Time 1 action
    Range 60ft
    Duration Concentration, Concentration, up to a minute
    Components V, S

    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.

    Class(es): Warlock, Wizard

    Zone of Truth

    2-level Enchantment

    Casting Time 1 action
    Range 60 ft
    Duration 10 minutes
    Components V S

    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.

    Class(es): Bard, Cleric, Paladin

    Prayer of Healing

    2-level Evocation

    Casting Time 10 minutes
    Range 30ft
    Duration Instantaneous
    Components V

    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

    Class(es): Cleric

    PHB

    Find Traps

    2-level Divination

    Casting Time 1 action
    Range 120ft
    Duration Instantaneous
    Components V, S

    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.

    Class(es): Cleric, Druid, Ranger

    Level 3 Spells

    Bestow Curse

    3-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration Up to 1 minute
    Components V, S

    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.
    A Remove Curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
    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.

    Class(es): Bard, Cleric, Wizard

    Spirit Guardians

    3-level Conjuration

    Casting Time 1 action
    Range Self (15ft radius)
    Duration Concentration, Concentration, up to 10 minutes
    Components V, S, M
    Materials A holy symbol

    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

    Class(es): Cleric

    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 - 19.01.2020

    The list of amazing people following the adventures of Makatza.

    Played by
    beetleboppin