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Grimwald Theudoricus

8 Level (0/48000 XP for level-up) City Watch / Investigator Background Drow Half-Elf Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 8
Hit Dice: 8/8
1d8+2 Class 1

STR
18
+4
DEX
10
+0
CON
15
+2
INT
10
+0
WIS
14
+2
CHA
10
+0
58
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+3 Arcana INT
+4 Athletics STR
+0 Deception CHA
+3 History INT
+5 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +7 STR 1d6+4 Bludgeoning
 Simple
Crossbow, Light +3 DEX 1d8 Piercing
 Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)
Unarmed Strike +7 STR 5+4 Bludgeoning
Ray of Frost +3 INT 2d8 cold
 v/s
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Dancing Lights 1 action 120ft Concentration, up to 1 minute V, S, M
Ray of Frost 1 action 60ft Instantaneous 2d8 V, S
Sacred Flame 1 action 60ft. Instantaneous 2d8 V, S
 Notes:DEX 12 save
Spare the Dying 1 action Touch Instantaneous V, S
Toll the Dead 1 action 60ft. Instantaneous 2d8 V, S
 Notes:(The die type becomes a d12 if the target is missing any of its hit points.) WIS 12 save
Word of Radiance 1 action 5ft. Instantaneous 2d6 V, M(a holy symbol)
 Notes:CON 12 save

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Caustic Brew +3 1A self(30ft line) Concentration, Up to 1 minute 2d4 VSM
 Notes:1/long rest, from Feat, dex save DC 11
Faerie Fire 1A 60 ft(20 foot cube) Concentration, Up to 1 minute V
 Notes:1/long rest, Drow magic, Dex save DC 11, creatures shed dim light(10ft) if failed dex save
Charm Person 1A 30 ft 1 Hour VS
 Notes:Wis save DC 12(always prepared)
Cure Wounds 1A Touch Instant 1d8+1 VS
 Notes:1d8 + 1
Disguise Self 1A Self 1 Hour VS

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Caustic Brew +3 1A self(30ft line) Concentration, Up to 1 minute 2d4 + VSM
 Notes:1/long rest, from Feat, dex save DC 11
Charm Person 1A 30 ft 1 Hour VS
 Notes:Wis save DC 12(always prepared)
Cure Wounds 1A Touch Instant 1d8+1 + VS
 Notes:1d8 + 1
Blindness/Deafness
Mirror Image 1A Self 1 min VS
Pass without Trace 1A Self Concentration, 1 hour VSM
Darkness 1A 60 Ft Concentration, 10 minutes Bat fur and a drop of bith or a piece of coal
 Notes:Drow Magic 1/long rest
Hold Person
Spiritual Weapon 1BA 60ft 1 min 1d8+1 VS

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Caustic Brew +3 1A self(30ft line) Concentration, Up to 1 minute 2d4 + VSM
 Notes:1/long rest, from Feat, dex save DC 11
Charm Person 1A 30 ft 1 Hour VS
 Notes:Wis save DC 12(always prepared)
Cure Wounds 1A Touch Instant 1d8+1 + VS
 Notes:1d8 + 1
Spiritual Weapon 1BA 60ft 1 min 1d8+1 + VS
Spirit Guardians 1BA Self 1min 3d8 VS
 Notes:wis save 12
Dispel Magic 1A 120ft Instant VS
 Notes:always prepared
Blink
sending 1 action
Sending 1 action

Level 4 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Caustic Brew +3 1A self(30ft line) Concentration, Up to 1 minute 2d4 + VSM
 Notes:1/long rest, from Feat, dex save DC 11
Charm Person 1A 30 ft 1 Hour VS
 Notes:Wis save DC 12(always prepared)
Cure Wounds 1A Touch Instant 1d8+1 + VS
 Notes:1d8 + 1
Spiritual Weapon 1BA 60ft 1 min 1d8+1 + VS
Polymorph 1A 60Ft VSM
 Notes:Always Prepared, if unwilling; Wis save DC 12
Dimension Door 1A 500 ft Instant V
 Notes:Always Prepared
Locate Creature 1 action
Trickery Domain
Blessing of the Trickster
As an action you can touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks for 1 hour or until you use this feature again.

Blessing of the Trickster: 1 Action

Channel Divinity
You can channel divine energy to fuel magical effects a number of times per short rest

Channel Divinity
Uses:
2/ Short Rest

Invoke Duplicity
Turn undead
Cloak of shadows

Channel Divinity: Invoke Duplicity
Invoke Duplicity: 1 Action
Invoke Duplicity - Move Illusion: 1 Bonus Action

As an action, you can use Channel Divinity to create an illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears within 30 ft. of you. As a bonus action, you can move the illusion up to 30 ft., but it must remain within 120 ft.of you. You can cast spells as the illusion, and when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.

Channel Divinity: Turn Undead
Turn Undead: 1 Action
Destroy Undead CR 1/2 or Lower
When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.

Channel Divinity: Cloak of Shadows
As an action, you can use Channel Divinity to become invisible until the end of your next turn or until you attack or cast a spell.

Divine Strike1d8 poison dmgPHB, pg. 63
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage.

Darkvision
You can see in darkness (shades of gray) up to 60 ft.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Drow Magic
You know the dancing lights cantrip.
You can cast faerie fire once per long rest.
You can cast the darkness spell once per long rest.
CHA is your spellcasting ability.

Dancing Lights(Cantrip)
Faerie Fire(1st)
/
Long Rest
Darkness(2nd)
/
Long Rest

Fey Touched
You learn the misty step spell and one 1st-level divination/enchantment spell of your choice and can cast each of these spells without expending a spell slot, recharging on a long rest.

You can also cast these spells using spell slots you have of the appropriate level.

Dissonant Whispers(1st)
/
Long Rest

Misty Step(2nd)
/
Long Rest

Artificer Initiate TCoE, pg. 79
You've learned a cantrip and 1st level spell from the Artificer spell list, as well as proficiency with an artisan tool, that you can use as a spellcasting focus for spells that use INT as the spellcasting ability.

Tinker's Tools(can be used as spell focus)
Ray of Frost(Cantrip)

Tasha's Caustic Brew(1st)
/
Long Rest

Organisation rank: Records(keeper)
if out of spellslots, you can cast these at will:
detect magic, mage hand, minor illusion

can cast these 3/day without spending a spell slot
comprehend languages, disguise self, fairy fire

can cast these 1/day without spending a spell slot
invisibility, locate object

Features & Traits
Equipment

Scale Mail (14 ac)
Shield (+2 ac)
Mace
Crossbow Light & Crossbow Bolts
item that gives hovering effect(25 ft speed) and +1 ac when not touching the ground

a uniform in the style of your unit and indicative of your rank


Backpack:
Amulet (holy symbol)
Manacles
Horn (instrument)
Bedroll
Mess Kit
Rations (1 day)
Rope Hempen (50 feet)
Tinderbox
Torch
Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
ARMOR
Light Armor, Medium Armor, Shields

WEAPONS
Simple Weapons

TOOLS
Tinker's Tools (you can use this tool as a spellcasting focus for any spell you cast that uses Intelligence)

LANGUAGES
Common, Draconic, Dwarvish, Elvish, Raptorkin, Sylvan

Languages & Proficiencies
I have a crude sense of humor.
I face problems head-on. A simple, direct solution is the best path to success.

Personality Traits
Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

Ideals
Those who fight beside me are those worth dying for.

Bonds
The monstrous enemy we faced in battle still leaves me quivering with fear.

Flaws
Feature: Watcher’s Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

ALIGNMENT
Chaotic Good

GENDER
Male

EYES
black

HEIGHT
5.8"

HAIR
black

SKIN
dull grey

AGE
120

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Starting Equipment

you start with the following equipment in addition to the equipment granted by your background   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf (Dark Elf)

Ability Score Increase Ability Scores. Cha +2, Choose two other unique +1
Size Medium
Speed 30 ft.

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.   Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Drow Magic. A half-elf of drow descent knows the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Player's Handbook, Evolving Cantrips

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a bit of phosphorus or wychwood, or a glowworm
Duration: Concentration, Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
At higher levels: At 5th level, when you create the lights, you may choose any amount of them to shed bright light in a 10-foot radius and dim light for an additional 10 feet. At 11th level, you may create six lights and ignore the concentration if you simply make them float around within 5 feet of you. At 17th level, you may create eight lights have them combine into a vaguely humanoid form of a Large size.
Available for: Artificer, Bard, Sorcerer, Wizard

Player's Handbook

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, Up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll  1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

Player's Handbook

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Player's Handbook, Evolving Cantrips

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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.
At higher levels:
  • At 5th level, the spell can partially reconstruct mundane objects, if more than 4/5 of the object is present, or the cumulative corrosive damage to a weapon is no more than -3. For example, you may restore a key that has a small part of the tip missing, or restore a chipped sword.
  • At 11th level, the spell can mend any amount of fragments of an object that could fit in a volume of a 1-foot cube, or a tear that is 3 feet in any dimension, or a weapon destroyed by rust or corrosion.
  • At 17th level, the spell can mend any amount of fragments of an object that could fit in a volume of a 5-foot cube, or a tear that is 10 feet in any dimension.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB

Resistance

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a miniature cloak
Duration: Concentration, 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

PHB

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
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).

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

PHB

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: 1 minute
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.

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
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).

XGtE

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: a holy symbol
Duration: Instantaneous
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

TCoE

Tasha's Caustic Brew

1-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a bit of rotten food
Duration: Concentration, 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

PHB: P. 239

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: Concentration, Up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Available for: Artificer, Bard, Druid

Player's Handbook p221

Charm Person

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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. The creatures must be within 30 feet of each other when you target them.

Available for: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain

Player's Handbook

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Player's Handbook

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

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