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Nina Patricia Rezeki

9 Level (0/64000 XP for level-up) Noble Background Red Fire Dragonborn Race / Species / Heritage Chaotic Neutral Alignment
Cleric
Level 9
Hit Dice: 9/9
1d8+4 Class 1

STR
20
+5
DEX
15
+2
CON
19
+4
INT
7
-2
WIS
13
+1
CHA
12
+1
72
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
Walk 30
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
WIS Ability
+1 Abi Mod
13 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+5 Strength
+2 Dexterity
+4 Constitution
-2 Intelligence
+5 Wisdom
+5 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
-2 Arcana INT
+5 Athletics STR
+1 Deception CHA
+2 History INT
+1 Insight WIS
+1 Intimidation CHA
-2 Investigation INT
skills
+5 Medicine WIS
-2 Nature INT
+1 Perception WIS
+1 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +9 STR 1d8+5 bludgeoning
 versatile (1d10)
Sickle +9 STR 1d4+5 slashing
 light
Attacks

Spell Book

Breath Weapon: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest. Instead, you may use your breath weapon a number of times equal to your Constitution modifier. You regain expended uses on a short or long rest. (Red, fire; 15' cone, DEX save)

Damage Resistance: You have resistance to the damage type associated with your ancestry. (Red, fire)

War Priest: From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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.

Harness Divine Power (Optional): 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.

Channel Divinity: Guided Strike: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God's Blessing: At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Cantrip Versatility (Optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

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.

Background Variant Feature - Retainers: If your character has a noble background, you may select this background feature instead of Position of Privilege.
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Features & Traits
Fine set of clothes, signet ring, scroll of pedigree, purse

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money

Spellbook


Cantrips

  • Sacred Flame

  • Toll the Dead

  • Spare the Dying

  • Light


1st Level



  • Bless

  • Cure Wounds

  • Healing Word

  • Detect Magic

  • Divine Favor (Domain)

  • Shield of Faith (Domain)


2nd Level



  • Find Traps

  • Borrowed Knowledge

  • Magic Weapon (Domain)

  • Spiritual Weapon (Domain)


3rd Level



  • Crusader's Mantle (Domain)

  • Spirit Guardians (Domain)

  • Tongues


4th Level



  • Freedom of Movement (Domain)

  • Stoneskin (Domain)

  • Death Ward


5th Level



  • Flame Strike (Domain)

  • Hold Monster (Domain)

  • Mass Cure Wounds


Spellcasting

Proficiencies


Armor: All armor, shields
Weapons: All simple weapons, all martial weapons
Tools: Dragonchess
Saving Throws: Wisdom, Charisma
Skills: Persuasion, Religion, History, Medicine

Languages


Common, Draconic, Infernal

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.

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