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Pelyas Amber

3 Level (0/2700 XP for level-up) Guild Merchant Background Lightfoot Halfling Race / Species / Heritage They/Them Alignment
Cleric
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
7
-2
DEX
14
+2
CON
14
+2
INT
14
+2
WIS
14
+2
CHA
10
+0
24
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
1 / 1
Channel Divinity
2 / 2
Emboldening Bond
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
-2 Athletics STR
+0 Deception CHA
+2 History INT
+4 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
+4 Healer's Kit WIS
skills
+4 Medicine WIS
+2 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
half-staff +4 DEX 1d4+2 bludgeoning
 finesse, light
Spiritual Weapon +4 WIS 1d8+2 force
 attacks when cast, can attack on bonus actions on subsequent turns
Attacks

Spell Book

Lightfoot Halfling:
  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
  • Brave. You have advantage on saving throws against being frightened.
  • Nimble. You can move through the space of any creature that is of a size larger than yours.
  • Naturally Stealthy. You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

  • Guild Merchant:
  • Guild Membership. As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

  • Cleric:
  • Channel Divinity. At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. 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.
  • 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: Balm of Peace. Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.
  • Harness Divine Power. At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

  • Peace Domain:
  • Emboldening Bond. Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Features & Traits
    Combat:
  • a half-staff or hanbo (same stats as dagger, minus throwing)
  • a light crossbow and 20 bolts
  • a shield
  • padded gambison (same stats as hide armor)
  • Gear:
  • a priest's pack
  • a holy symbol
  • a vouchsafe from the guild
  • two healer's kits

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Cantrips:
  • Mending, Sacred Flame, Spare the Dying

  • Default Prepared Spells:
  • 1st level: Cure Wounds, Sactuary, Bless
  • 2nd level: Lesser Restoration, Spiritual Weapon

  • Spell Slots:
  • four first-level spell slots
  • two second-level spell slots
  • Spellcasting
    Speaks Common, Undercommon, and Halfling.
    Proficient with a healer's kit.
    Proficient with light and medium armor and shields.
    Proficient with simple weapons.

    Languages & Proficiencies
    I always want to know how things work and what makes people tick.

    Personality Traits
    Generosity. My talents were given to me so that I could use them to benefit the world.

    Ideals
    I owe my guild a great debt for forging me into the person I am today.

    Bonds
    No one must ever learn that I once stole money from guild coffers.

    Flaws


    ™ & © 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.

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