Remove these ads. Join the Worldbuilders Guild

Vaygus Karn

11 Level (0/100000 XP for level-up) Pirate Background Northron Human Race / Species / Heritage Lawful Evil Alignment
Cleric
Level 11
Hit Dice: 11/11
1d8+3 Class 1

STR
14
+2
DEX
12
+1
CON
17
+3
INT
14
+2
WIS
16
+3
CHA
18
+4
91
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+7 Attack mod
WIS Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+1 Dexterity
+3 Constitution
+2 Intelligence
+7 Wisdom
+8 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
+4 Deception CHA
+2 History INT
+3 Insight WIS
+4 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+7 Perception WIS
+4 Performance CHA
+8 Persuasion CHA
+6 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Studded Leather Armor +2, Dagger +2, Staff of Striking

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Northron, High Corgerian

Languages & Proficiencies


™ & © 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

DnD 5e SRD

Staff of Striking

Weapon Magical,Versatile Very Rare (this item requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.   The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.   Found On: Magic Item Table H Source: DMG, page 203

Type Damage Damage Range Properties
Simple Melee 1d6+3 / 1d8+3 Bludgeoning Magical,Versatile

Weight: 4lb


 

Corgeria Campaign

Dagger +2

Weapon

Varies No

This dagger gives a +2 on rolls ot hit and +2 on damage rolls.

This item will appear to be a dagger of the highest quality and craftsmanship. The hilt will typically be made of some precious material and will be well-decorated. Any sort of testing will indicate this weapons has an incrediably sharp edge.

Type Damage Damage Range
Simple Melee 1-4+2 Piercing 20/60


Weight: 1 lbs.

Studded Leather Armor +3

Armor (Light)

Varies No

This appears to be a suite of finely made leather armor set with metal studs and reinforcement.

Type AC STR Req. Stealth Dis.
Light 15 No


The statblocks of your class features

Cleric (Death)


Hit Points

Hit Dice: d8 per Cleric (Death) level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8>=2 +your Constitution modifier per Cleric level after 1st (minimum of 2 on the roll)

Proficiences

Armor: Light, Medium, Shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion and Religion

Overview & Creation

Level Proficiency Bonus Features Cantrips Known
1 +2 Spellcasting, Divine Domain, Domain Spells, Domain Feature : Bonus Proficiency, Domain Feature : Reaper 3
2 +2 Channel Divinity (x1) , Domain Feature : Touch of Death 3
3 +2 3
4 +2 Ability Score Improvement 3
5 +3 Destroy Undead (CR 1/2) 4
6 +3 Channel Divinity (x2), Domain Feature : Inescapable Destruction 4
7 +3 4
8 +3 Ability Score Improvement, Destroy Undead (CR 1), Domain Feature : Divine Strike 4
9 +4 4
10 +4 Divine Intervention 5
11 +4 Destroy Undead (CR 2) 5
12 +4 Ability Score Improvement 5
13 +5 5
14 +5 Destroy Undead (CR 3) 5
15 +5 5
16 +5 Ability Score Improvement 5
17 +6 Destroy Undead (CR 4), Domain Feature : Improved Reaper 5
18 +6 Channel Divinity (x3) 5
19 +6 Ability Score Improvement 5
20 +6 Divine Intervention Improvement 5

 


Class Features

Level 1

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Arcana Domain Spells

Cleric Level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Cloudkill
 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.  

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.  

Level 2

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.  

Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.  

Level 3

 

Level 4

Ability Score Improvement

When you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.  

Level 5

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.  

Level 6

Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.  

Level 7

 

Level 8

Ability Score Improvement

For detail see Ability Score Improvement  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Level 9

 

Level 10

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.  

Level 11

 

Level 12

Ability Score Improvement

For detail see Ability Score Improvement  

Level 13

 

Level 14

 

Level 15

 

Level 16

Ability Score Improvement

For detail see Ability Score Improvement  

Level 17

Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.  

Level 18

 

Level 19

 

Level 20


 


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 armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

 


Spellcasting

Spellcasting

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

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Spell Slot Table

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 - - - - - - - -
2 3 - - - - - - - -
3 4 2 - - - - - - -
4 4 3 - - - - - - -
5 4 3 2 - - - - - -
6 4 3 3 - - - - - -
7 4 3 3 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 3 1 - - - -
10 4 3 3 3 2 - - - -
11 4 3 3 3 2 1 - - -
12 4 3 3 3 2 1 - - -
13 4 3 3 3 2 1 1 - -
14 4 3 3 3 2 1 1 - -
15 4 3 3 3 2 1 1 1 -
16 4 3 3 3 3 2 1 1 -
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

 


Subclass Options

Cleric Domain: Death

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).   Source: Dungeon Master's Guide   Suggested Gods Mundus: Molag Bal, Beliar and Ideal Masters.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Corgeria Campaign

Northrons

The race of humans that inhabit the regions north of the Spine. They are typically light skinned with blond, red and light brown hair being common. Blue eyes are most common among this group. Due to the often harsh winters they tend to wear a lot of wool, leather and fur. The Northrons speak a variety of widely varying dialects of the same root language. Northron culture is heavily influenced by the Corgerian ruling class. Due to the heavy Corgerian influence women are politically and economically on par with men.
ability score increase:
age:
alignment: Any
Size: Medium
speed: 30
Languages: Northron (Gantic)
parent race: Human
sub races:
Torrians
They are typically light skinned with blond, red and light brown hair being common. Blue eyes are most common among this group.

Statblocks for companions, followers and other allies.

Corgeria Campaign

Devil Soldiers (Guardians of the Priests of Asmore)

Medium to Medium devil, lawful evil
Armor Class: 14 (17)
Hit Points: (54) 5d10+20
Speed: 30" ft , climb: 15" ft

STR

18 +4

DEX

16 +3

CON

18 +4

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: +1 on all saving throws vs. spell damage
Damage Immunities: Necrotic Damage
Condition Immunities: Command, Charm
Languages: Any
Proficiency Bonus: +3

Piercing Scream - The Devil Soldiers may use this abilty once per day and it will effect any humanoid enemy within a 30' radius of the Devil Soldier. Also those in the area of effect must save v. wisdom. On a failed save the effected creature will attempt to runaway from the Devil Soldier for 1-4 turns. If the devil soldier pursues they will keep fleeing until either a successful save v. wisdom is made, it is impossible to escape/hide or the pursuit ends. While fleeing the target(s) will have disadvantage on all saving throws. A successful save means the scream has no effect and the target(s) are immune ot this effect for the rest of the day.   Regeneration - Devil Soldiers have the ability to regenerate at the rate of 1 point per turn from slashing, piercing and bludgeoning damage.   A Devil Soldier may leap up to 20' each turn.

Actions

Short Sword Attack (Magical Weapon +1) x4 (1-6+5)

This beings are usually found within Asmorean temples, but may accompany an Asmorean preist when they leave the temple.

Regional Effects

None

Usual Tactics

They will typically initiate their attacks by admitting their piercing scream while charging their enemy. Within a group some of the Devil soldiers will use their jumping ability to get behind opponents so they can attack from two directions. They will then begin a vicious flurry of attacks, attacking multiple times with a weapons in each hand. Whenever possible they will launch a swarm attack in a group from multiple angles.

These creatures appear to be powerfully built men and women with irises that have turned violet red and bodies that are covered with cabalistic tatoos. They have undergone ritual possession which turns them into a part humanoid/part-devil guardian. They generally wear cloth hoods and tough leather garments or hooded cloaks. They have have high quality closely-fitting studded leather armor and boots reinforced with metal plates. For weapons they carry a pair of short swords and fight with one in each hand. When they intiatiate an attack they are said to give blood curtling screams that terrifies most enemies.

Suggested Environments

These creatures are generallly found in temples of Asmore or acting as bodyguards for priests of Asmore.

Armurra Vella Karn

9 Level (0/64000 XP for level-up) Merchant Background Corgerian Race / Species / Heritage Lawful Evil Alignment
Cleric
Level 9
Hit Dice: 9/9
1d8+3 Class 1

STR
14
+2
DEX
12
+1
CON
16
+3
INT
13
+1
WIS
15
+2
CHA
15
+2
75
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+2 Abi Mod
14 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+6 Wisdom
+6 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+2 Deception CHA
+5 History INT
+6 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+2 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Staff +6 STR
Dagger +8 STR 1d4+2
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Corgerian and Northron

Languages & Proficiencies


™ & © 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.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

PEBOVE.

Statblock Type

Character Sheet (latest)

Link/Embed