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Dupont

Cleric 4 Class & Level
Folk hero Background
Half-Orc Race
LawfulGood Alignment

Strength 20
+5
Dexterity 12
+1
constitution 16
+3
intelligence 7
-2
wisdom 20
+5
charisma 8
-1
Total Hit Dice 4
Hit Die
1d8+3
+2 proficiency bonus
+7 Strength
+1 Dexterity
+3 Constitution
-2 Intelligence
+7 Wisdom
-1 Charisma
saving throws
+1 Acrobatics
+7 Animal Handling
-2 Arcana
+5 Athletics
-1 Deception
-2 History
+7 Insight
+1 Intimidation
-2 Investigation
+7 Medicine
-2 Nature
+5 Perception
-1 Performance
-1 Persuasion
-2 Religion
+1 Sleight of Hands
+1 Stealth
+7 Survival
skills Insight, Medicine, Survival, animal handling
  proficiencies

 
19
Armor Class
40
Hit Points
+1
Initiative
30
Speed
Holy death[1d20+10][2d6][1d8+3] (fiend and undead takes an extra 2d10 radient dmg)
LCB[1d20+1][1d8]
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Domain War = Heavy armor and martial weapons
Artisan´s tools, vehicles (land)
Proficiences
Wisdom Cleric
Domain War
Spellcasting
Breast plate, 20 bolts, Explorer´s: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, wakerskin, 50 feet rope, Shield, Holy symbol, A set of artisan´s tools: Cartographer´s tools, shovel, iron pot, set of common clothes, 10gp
Equipment
I judge people by their actions, not their words.
If someone is in trouble , I´m always ready to lend help
Personality Traits
Fairness: No one should get preferential treatment before the law, and no ones is above the law.
Respect: People deserve to be treated with dignity an respect
Ideals
I protect those who cannnot protect themselves

Bonds
The tyrant who rules my land will stop at nothing to see me killed.
Flaws
Domain War, channel divinity: Turn Undead, Rustic Hospitality
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies Animal Handling, Survival
Tool Proficiencies One type of artisan’s tools, vehicles (land)
Equipment A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Features

Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people   Dice: 1d10
  1. I stood up to a tyrant’s agents.
  2. I saved people during a natural disaster.
  3. I stood alone against a terrible monster.
  4. I stole from a corrupt merchant to help the poor.
  5. I led a militia to fight off an invading army.
  6. I broke into a tyrant’s castle and stole weapons to arm the people.
  7. I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
  8. A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
  9. A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
  10. Recruited into a lord’s army, I rose to leadership and was commended for my heroism.
 

Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

Traits

Dice: 1d8 Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I’m always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I’m confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?

Ideal

Dice: 1d6 Ideal
1Respect. People deserve to be treated with dignity and respect. (Good)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Evil)
5Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Bond

Dice: 1d6 Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.

Flaw

Dice: 1d6 Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Orc

Ability Score Increase Strength +2, Constitution +1
Size Medium
Speed Your base walking speed is 30 feet.

Once, far into the murky past, the half-orc was a rare, abominable thing, something feared and reviled, considered the result of an unspeakable act. Such infants of the race were often destroyed upon birth. But those times are long since past, now the half-orc is a race unto itself and a common sight amidst the Waning Lands.   Half-orc’s skin can come in a variety of hues, through grey to rust-red. They possess jutting jaws, prominent teeth and towering builds from their orc heritage and stand at 5 to 7 feet tall.   Most half-orcs live within their own communities, or integrated with the other races of the Waning Lands. Some however live amongst orcs, a savage society of constant warfare and ritualistic slaughter and combat, who regard battle scars as tokens of pride and ornamental scars as things of beauty, though other scars may mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived amongst or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc having escaped such a society might display these scars proudly or hide them in shame. Despite their human heritage half-orcs are looked upon fondly by many of the high evfyl, who though still beneath them, view their strength and will as admirable qualities, a view strengthened through a history of alliances between the two races, to the point where half-orc slaves are outlawed amidst the Vir’xhur empire, and a foreign legion of half-orcs serves freely as auxiliary to their army.  

Traits:

  Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.   Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Menacing. You gain proficiency in the Intimidation skill.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.   Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.   Languages. You can speak, read, and write Common. You can speak Orc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric

    PHB 255

    Light

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range Touch
    Duration 1 hour
    Components V,M
    Materials Firefly/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

    Spare the Dying

    0-level (Cantrip) Necromancy

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    Class(es): Cleric

    Level 1 Spells

    PHB, page 234

    Divine Favor

    1-level Evocation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, 1 minute
    Components V, S

    Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

    Class(es): Paladin

    Shield of Faith

    1-level Abjuration

    Casting Time 1 bonus action
    Range 60ft
    Duration Concentration, Concentration, up to 10 minutes
    Components V, S, M
    Materials A small parchment with a holy text written on it.

    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

    Class(es): Cleric, Paladin

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    PHB, page 253

    Inflict Wounds

    1-level Necromancy

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Class(es): Cleric

    Purify Food and Drink

    1-level Transmutation

    Casting Time 1 action
    Range 10ft
    Duration Instantaneous
    Components V, S

    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

    Class(es): Cleric, Druid, Paladin

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    Level 2 Spells

    Zone of Truth

    2-level Enchantment

    Casting Time 1 action
    Range 60 ft
    Duration 10 minutes
    Components V S

    You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

    Class(es): Bard, Cleric, Paladin

    Lesser Restoration

    2-level Abjuration

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

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