Kud | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kud

Cleric 15 Class & Level
Etheria Background
Tortle/Were-Shark Race
N/C Alignment

Strength 28
+9
Dexterity 18
+4
constitution 25
+7
intelligence 8
-1
wisdom 28
+9
charisma 20
+5
Total Hit Dice 10
Hit Die
1d8+7
+5 proficiency bonus
+5 Strength
+4 Dexterity
+5 Constitution
-1 Intelligence
+8 Wisdom
+7 Charisma
saving throws
+4 Acrobatics
+6 Animal Handling
-2 Arcana
+13 Athletics
+5 Deception
-1 History
+6 Insight
+5 Intimidation
-1 Investigation
+6 Medicine
-1 Nature
+10 Perception
+9 Performance
+9 Persuasion
-1 Religion
+4 Sleight of Hands
+4 Stealth
+6 Survival
skills

 
25
Armor Class
501
Hit Points
+9
Initiative
45FT
Speed
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Athletics, Perception, and Persuasion
Proficiences
100,000gp
85plat
Shield
Mace
Holy Symbol
Explorers Pack
Greater Fish
Broken Door
Ambrosia x3
Sake
Bag of Candy
Key to my Forge (Hammer)
Armor Of Smug
Potion of Haste
Owl Bear Plush
violet-backed starling plushie
Equipment
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

War Caster

Prerequisites: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Smithy Fiery Nature:
Gain immunity to fire damage and any creature that hits you with a melee attack while within 5 feet takes up to you Spell Mod of Fire Damage.(edited)

I Can Make That:
With the right tools, you are able to craft any (common) item needed for the situation to solve an issue. Depending on what is being crafted it takes a duration of 1 minute and up to craft. This item lasts until you make another item using this ability. You are unable to sell these items. You are able to do this crafting up to your casting modifier per short or long rest. [requires tool prof otherwise roll with a DC 15 - forge cleric level](edited)

Curious Forger:
You are able to craft magic items. Gain the identify spell without material costs. You are able to repair things faster than normal, reduce material costs and time spent on repairing items.

Shaper's Gift:
A long rest grants you the ability to roll two d20s and record the numbers rolled. You can replace any tool check made by you or a creature you are assisting. You must choose to do so before the roll, and you can replace a roll in this way only once per roll.

Now This is an Item
Items you make and use are considered to gain the following if they aren't a +X item already or Lower
Weapons: +2 to Hit and Damage or Additional Weapon Dice.
Armors: +2 AC or Gain 3 DR to Slashing, Piercing, and Bludgeoning
Shields: +2 AC or able to make a Shield Bash that Deals an Additional D6.
Wonderous: Gain an Additional Charge of an Ability or +5 to HP (Max of 20).

Armed Forger
Gain 2 Additional Attunement Slots

(Dragon's Vow) Artisan Style: As an action you gain advantage on ability checks made with tools for up to 1 hour or as long you are Forging. As long Artisan Style is active you add an additional 1d4 to the roll. The DC for the creation of items is lowered by half your Character Level. You can use this Vow once per long rest.

Forge Domain: Soul of the Forge
XGE p18
Starting at 6th level, your mastery of the forge grants you special abilities:

You gain resistance to fire damage.
While wearing heavy armor, you gain a +1 bonus to AC.
Life Domain: Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Forge Domain: Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Life Domain: Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Telekinetic
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Mind Shield
You gain Resistance to Psychic Dmg, mind cant be read anymore immune to illusions and charms, and possession.

Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Observant:

Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Improved Sentinel
Sentinel plus if you hit their action stops


Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls


Features & Traits

Heroes Enabled

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

[block: Armor of The Zamuza Aspect of Bastet +3 Full Plate Power Attunement: Strength and Cleric ----------------------------------------------   Power Attunement- This can be only Attuned once you have 20 or more Strength and only be a Single Class :Cleric. Once attuned you gain +2 Wisdom to your Score.   Hull Breacher-Breakthrough till they sink! You have Expertise in Athletics regardless of not having Proficiency. Once you knock down or Prone a Hostile Creature you shred their AC by 2 for 3 rounds (This Effect Doesn't Stack Itself) and be able to do one Weapon Attack or cast Inflict Wounds as one Free Action. You can only do this free action 3 times per Sun Rise.   Keelhauled- No You Get HERE! Your armor has a Holy Symbol of your Corresponding Dragon on the arm of your weapon. When you touch upon the Symbol it will change to a Grappling Anchor. As a Bonus Action you maybe able to hook up to onto a Hostile Creature up to 50 feet. To hook on to the Creature make an Athletics roll then the DC is the result rolled vs the Creatures Dex or Str Save(Player Choice). Once hooked you move forward 20 Feet towards the Creature and whenever the Creature moves you are pulled in tow with them. If you have the Spell Spirit Guardians up you make the Athletics roll with advantage and move an additional 10 feet Towards the Hooked Creature as your spirits assist you in hooking the Creature. You may summon the Grappling Anchor up to 3 times per Sun Rise.   Raiding Party- We got them now together as a Crew. When you successfully Keelhauled a Creature you may summon a Golden Tether to have an Ally within 30 feet of you grab on to. Once this is tethered to an ally as an Action you may activate the Grappling Anchor to pull yourself and your ally straight towards the Hostile Creature to be within 5 feet. Once you do this the Creature must do a DEX save DC of 8+Prof+STR or Take Xd10 of Bludgeoning Damage (X is you and your Tethered Ally STR modifier. Max of 10d10) and if the creature is larger than you they are Mounted by you and your Ally. You can only do this free action 2 times per Sun Rise.   Respect of The Pirate Queen- Once you Keelhauled 20 different Hunting or Dreadborn Creatures and Successfully did a Raiding Party 10 times you will get a Meeting with the Elder of the Seas.(15/20)   Donny's Blessing- The Void Touched Detriment has been Nullified. However the Void is still watching and waiting for the upgrade to attack   Travelers Shield Attunment Mundane Magic Item made by Kud ------------------- Pathfinder: As a bonus action. you are unaffected by difficult terrain for 10 min. You can use this ability once per long rest.   Strider: your movement speed is increased by 5 fee   Forging Hammer of Augustus Aspect of Leonidas Warhammer/Forge Hammer Exclusive Attunement/Power Attunement- Spirits of Fabrication]
[block: or Primal Thunder =================   Power Attunement- To wield this you must have 20 STR or More. Once Attuned your crit range for Forging and Hitting is increased to 19-20.   Dragon's Greatness- While rolling for Forging you can always count the First Roll as a Natural 20.   Dio's Smite- Smiting or Casting on hit spells (Like Branding Smite) through this weapon is able to go through Resistances.   Smiting Hammer- Smites and Spells like Smite is able to increase the Dragon Aspects roll for the damaged rolled. (Example; 1st level Smites roll 2d8 and the total is increase to the dragon roll) ==================== This Item cannot be upgraded   ==================================================== Belt of Beard Common Magic Item ------------------------- Effect: You grow a full beard of a random color of your choice. The beard disapears if you take off the belt. ====================================================   Ginormous Taiko Drum Mundane item   To perform]
[block: unless such specifies the allowance of Ginormous Taiko Drums   Barrrage Shield. +2 shield]
[block: magical.   Brrrace: You can only use this if you didnt move this round. As a bonus action you secure the shield into the ground]
[block: clamping it giving half cover. Creatures that hit you take 1d8 cold damage as the shield emits frosted spikes. You need to use an action to remove the shield from the ground. 3 times per long rest.   Barrrage: If brace is active you can use your action to blast in a 15ft cone for 2d6 cold damage 3 times. Creatures in the cone need to make 3 con saves of DC 20 or have their movement reduced by 10 for each fail. If the creature saves]
[block: it takes half damage and doesnt reduce its movement. 3 times per long rest.   Cube of Force   Wondrous item]
[block: rare (requires attunement)   This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges]
[block: and it regains 1d20 expended charges daily at dawn.   You can use an action to press one of the cube's faces]
[block: resetting the duration.   If your movement causes the barrier to come into contact with a solid object that can't pass through the cube]
[block: you can't move any closer to that object as long as the barrier remains.     Cube of Force Faces Face Charges Effect 1 1 Gases]
[block: and fog can't pass through the barrier. 2 2 Nonliving matter can't pass through the barrier. Walls]
[block: and ceilings can pass through at your discretion. 3 3 Living matter can't pass through the barrier. 4 4 Spell effects can't pass through the barrier. 5 5 Nothing can pass through the barrier. Walls]
[block: and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects]
[block: as shown in the table below.   Spell or Item Charges Lost Disintegrate 1d12 Horn of Blasting 1d10 Passwall 1d6 Prismatic Spray 1d20 Wall of Fire 1d4   Helm of Telepotation Wondrous item]
[block: rare (requires attunement)   This helm has 3 charges. While wearing it]
[block: you can use an action and expend 1 charge to cast the Teleport spell from it. The helm regains 1d3 expended charges daily at dawn.   Wand of Fireballs   Wand]
[block: rare (requires attunement by a spellcaster)   This wand has 7 charges. While holding it]
[block: you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge]
[block: the wand crumbles into ashes and is destroyed.   Wand of Lightning Bolts Source: Dungeon Master's Guide   Wand]
[block: rare (requires attunement by a spellcaster)   This wand has 7 charges. While holding it]
[block: you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge]
[block: the wand crumbles into ashes and is destroyed.   Wand of Magic Missiles Source: Dungeon Master's Guide   Wand]
[block: uncommon   This wand has 7 charges. While holding it]
[block: you cast the 1st-level version of the spell. You can increases the spell slot level by one for each additional charge you expend.   The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge]
[block: the wand crumbles into ashes and is destroyed.   Lantern of revealing   The Eternal Ring   Draconic rarity made from a prime material of Violeta Wonderous +3 arcane focus Attunment: Tortle Forger]
[block: Major Devil or a creature of great Sin   The One Ring ever forged by Infernus in the deepest parts of the 9 hells]
[block: made to control and dominate anyone where the hellfire shines. ---------------------------------------------- The One to Rule them all: This ring has the property of absorbing other magical rings within itself gaining their properties. The rings power limit is that of his users highest mental modifier to a max of 9 (aka 28 wisdom = 9 slots). You can only absorb rings that are lower rarity than this one. Once a ring is absored]
[block: a slot is sealed and it cant be replaced until the owner suffers true death or is given away permanently.   Of Sinners and Hellflame: You gain a 10 ft radius of dim light made from embers of hellfire produces around you]
[block: these embers resemble tiny eyelike shades. Creatures that enter 10 ft of you or start their turn within it must make a Charisma Saving throw against your spellcasting DC. Upon failure they are under the Dominate spell traits (Person]
[block: on success they are immune to it for 1d4 turns. Creatures that are Evil have disadvantage on the saves. The World in Ash: Once per day]
[block: this health fed this way cant be regained until you finish a long rest.   You are empowered by the realm and gain Hells Rage]
[block: but gain all the positive attributes. ---------------------- You gain the following lair actions that you can use as a legendary actions twice or once depending on the points spend a turn:   Chains of the Damned (1 point): You can designate up to your proficiency modifier creatures within the realm to be struck by chains of the damned]
[block: they deal 5d6 hellfire damage and restrain the target. The target can attack the chains on their turn needing to deal minimum of 30 damage to break them or make a DC strength save against your spellcasting DC to not be restrained at the end of their turn.   Wrath of the Dark Flame below (2 points): You can choose for the area to shrink too 100 ft radius but in doing so open the ground beneath the shrinked area to become a giant maw of hellfire]

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.

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


Created by

DisowendCrayon.

Statblock Type

Character Sheet (Legacy)

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