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Angry Hobgoblin Grave Cleric turned from crime

Played by

Other Characters by ConnorM

Yazme (Yaz)

Hobgoblin Race
Urchin Origin
Rogue Lvl 2 / Life Cleric Lvl 5 7 Class & Level
Kelemvor Deity

Strength 13
Dexterity 16
constitution 13
intelligence 16
wisdom 18
charisma 10
Total Hit Dice 7d8
Hit Die
+3 proficiency bonus
+1 Strength
+3 Dexterity
+1 Constitution
+3 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+4 Animal Handling
+3 Arcana
+1 Athletics
+0 Deception
+3 History
+7 Insight
+0 Intimidation
+9 Investigation
+0 Martial
+4 Medicine
+3 Nature
+7 Perception
+0 Performance
+0 Persuasion
+3 Religion
+6 Sleight of Hands
+9 Stealth
+4 Survival




Attunement Slots
Armor Class
Hit Points
Acrobatics, Insight, Investigation(Expertise), Perception, Sleight of Hand, Stealth(Expertise)
Religion Proficiency - 1/3 weeks, 50 GP a week

Simple Weapons, Hand Crossbow, Long swords, rapiers, short swords, war pick, whip, shields

Thieves' Tools, Disguise Kit Hebalist's Kit(Proficiency to identify plant life, create potions of antitoxin and healing)

Light/Medium/Heavy Armor
Sacred Flame
Spare the Dying

Lvl 1:
Domain - Bless, Cure Wounds
Healing Word

Lvl 2
Prayer of Healing

Lvl 3
Domain - Lesser Restoration, Spirit Weapon
Spirit Guardians
Bestow Curse
Speak with Dead
(4)Dagger +2 1d4 piercing Finesse, light, thrown
Fiery Short Sword - 1d6 +2 + 2d6 fire piercing finesse, light
Short bow 1d6 piercing 78/320
Whip - 1d4 slashing, finesse, reach
Warpick 1d8 piercing

Magic Shield - +3 AC
Funeral Marchers - Boots, at 0 HP, don't go unconscious, move of 10ft, tremor sense
Mariners Armor - 12 + dex, walking speed while swimming, float at 60 ft to surface while downed

Rod of Rule (Command Word - "Hey Listen") -

Iron Bands of Binding- (Ballgag confirmed with Ethan_

*Short sword - 2 lbs
*Short bow - 2lbs
*Quiver(32 arrows)- 2lbs
*Dagger- 2lbs

*Whip - 3 lbs

*Crowbar - 5
*Grappling Hook - 4

Thieves Tools

Component Bag
6 health potion

Fucked up Book of Decrepit Journal

GreatSword (Uncertain if magic) +1 atk/dmge deals additional 1d6

Quick reference sheet for movements, statuses, and terms during combat -

Small knife, small silver box that says "wishes" on a chain, map of Waterdeep, common clothes

Map of Storrekley - Wizard live in the southwestern Library, south eastern Private Residence, or north store front corner

1 person tent

Dried meat for raptors

Silver Dagger
Multi color rock

*Explorer's Pack(backpack(5), bedroll(7), mess kit(1), tinderbox(1), 10 torches(10), 3 days of rations(20), waterskin(5), 50 feet of hempen rope(10))

*Healers Kit(9) - 5lbs
*Holy Symbol(side of hood)


Funeral Marchers -

3 Golf teeth
Martial Training - Proficient in 2 martial weapons and light armor

Cunning Action - Take a bonus action, use for Dash, Disengage, Hide

Saving Face - miss attack roll, fail an ability check, a saving throw, gain a bonus to the roll equal to
the number of allies you can see within 30 feet of you
(maximum bonus of +5).
can't use it again until you finish a short or long rest.(Volo's 118)

2x bonus Stealth/Investigation(+6))
Sneak Attack - 1d6

Disciple of Life- Cast healing, gain add HP 2 + Cleric lvl

City Secrets - Not in combat, move twice as fast travel in cities

Channel Divinity - Heal 30 ft radius, 5x cleric, can't heal more than 1/2 total HP, does not effect undead, construct

Turn Undead/Preserve Life(AOE Heals Pg 54)

Trick or Treat Bag of Holding - Hold 100 lbs (Shaped like a pumpkin}

Destroy Undead CR 1/2
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.

The major events and journals in Yazme's history, from the beginning to today.

The list of amazing people following the adventures of Yazme.

Played by

Other Characters by ConnorM