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Trisandra Lightwood

Cleric 1 Class & Level
Acolyte Background
Human Race
NG Alignment

Strength 14
+2
Dexterity 9
-1
constitution 15
+2
intelligence 11
+0
wisdom 16
+3
charisma 13
+1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
-1 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
-1 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+1 Deception
+2 History
+5 Insight
+1 Intimidation
+0 Investigation
+5 Medicine
+0 Nature
+3 Perception
+1 Performance
+1 Persuasion
+2 Religion
-1 Sleight of Hands
-1 Stealth
+3 Survival
skills

 
15
Armor Class
10
Hit Points
-1
Initiative
30ft
Speed
WeaponAttackDamage
MaceMelee: 1d20+4 1d6+2 bludgeoning
Light CrossbowRanged: 1d20-1 1d8-1 piercing; range 80/320; ammunition, loading, two-handed
Attacks
Skills: History, Insight, Medicine, Religion

Saving Throws: Wisdom, Charisma

Weapons: simple weapons

Armors: Light armor, medium armor, shields, heavy armor

Tools:

Languages: common, elvish, celestial, infernal
Proficiences
Spell save DC = 8 + proficiency bonus + wisdom modifier

Spell attack modifier = proficiency bonus + wisdom modifier
Spellcasting
Mace, light crossbow, scale mail, shield, 20 crossbow bolts, holy symbol, backpack, blanket, candle (10), tinderbox, rations, waterskin, clothes, alms box, sticks of incense (2), censer, vestments, robes, prayer book, belt pouch
Equipment

Heroes Enabled

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

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Scale Mail Armor

Medium Armor Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex Modifier (max 2) YES

Cost: 50 gp Weight: 45 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

The statblocks of your class features

Life Domain


Hit Points

Hit Dice: d8 per Life Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Life Domain Spells

Cleric Level Spells
1stBless, Cure Wounds
3rdLesser Restoration, Spiritual Weapon
5thBeacon of Hope, Revivify
7thDeath Ward, Guardian of Faith
9thMass Cure Wounds, Raise Dead
 

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.  

Disciple of Life

Also starting at 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.  

Channel Divinity: Preserve Life

Starting at 2nd level, as an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.  

Blessed Healer

Beginning at 6th level, 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.  

Divine Strike

At 8th level, 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.  

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
 

Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.

Skill Proficiencies Insight, Religion
Languages Two of your choice.
Equipment A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp.

Features

Shelter of the Faithful

  As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.   You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

Traits

Dice 1dD8 Personality Trait
1I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The gods try to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
8I've spent so long in the temple that I have little practical experience dealing with people in the outside world.

Ideal

Dice 1D6 Ideals
1Tradition: The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity: I always try to help those in need, no matter what the personal cost. (Good)
3Change: We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power: I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5Faith: I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
6Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)

Bond

Dice 1D6 Bond
1I would die to recover an ancient relic of my faith that was lost long ago.
2I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3I owe my life to the priest who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

Flaw

Dice 1D6 Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my god.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 Strength, +1 Dexterity, +1 Consitution, +1 Intelligence, +1 Wisdom, +1 Charisma
Size Medium
Speed 30 feet

Ability Score Increase - Your ability scores each increase by 1 Age - Humans reach adulthood in their late teens and live less than a century Alignment - Humans tend towards no particular alignment. The best and worse are found among them Size - Humans vary widely in height and build, from barely 5 beet to well over 6 feet tall. regardless of your position in the range, your size in medium Speed - Your base walking speed is 30 feet Languages - You can speak, read, and write common and one extra language of your choice. Humans typically learn the language of other peoples they deal with. including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tounges: Orc curses, Elvish musical expressions, Dwarvish millitary phrases and so on

Languages. Common

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 action
Range Touch
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Class(es): Cleric, Druid

SRD

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials A firefly or phosphorescent moss

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.

Class(es): Bard, Cleric, Sorcerer, Wizard

SRD

Sacred Flame

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S

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 ).

Class(es): Cleric

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

Holy Symbol

Spellcasting Focus Common

A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

Hell-Plate Armor

Armor magical, heavy, cursed, Legendary (this item requires attunement) [Evil]

Hell-Plate armor is also know as demon armor. once put on it cant be taken off with killing the one who wears it first, because it graphs with the skin and soul of the wearer. It makes the wearer look like a fiery demon. the helmet in horned and the wearer looks out of a toothy maw. Blade like claws are built into the gauntlets and vambraces. The wearer can make an unarmed claw attack. The claws retract to the sides of the wearers forearm when not in use.

Type AC STR Req. Stealth Dis. Properties
Heavy 22 20 YES
Type Damage Damage Range Properties
Simple Melee 1d10 Slashing magical, heavy, cursed,

Cost: 50,000 Weight: 80


 

Created by

merlintheindian.

Statblock Type

Character Sheet (Legacy)

Link/Embed