-1 | Strength |
+0 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+6 | Wisdom |
+4 | Charisma |
+0 | Acrobatics |
+3 | Animal Handling |
+6 | Arcana |
+1 | Athletics |
+1 | Deception |
+6 | History |
+7 | Insight |
+1 | Intimidation |
+2 | Investigation |
+7 | Medicine |
+2 | Nature |
+3 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
+0 | Sleight of Hands |
+1 | Stealth |
+3 | Survival |
Weapon | Attack | Damage | Notes |
---|---|---|---|
Scimitar | 1d20-1 | 1d6-1 Slashing | |
Divine Spear [1H] | 1d20+5 | 1d8+1 Piercing 2d4 Radiant | |
Divine Spear [2H] | 1d20+5 | 1d10+1 Piercing 2d4 Radiant | |
Word of Radiance | CON Save DC14 | 2d6 Radiant | Affects all creatures you can see within 5ft |
Spiritual Weapon | 1d20+7 | 1d8+3 Force | Move weapon up to 20ft as a bonus action |
Divine Strike | Each attack with a weapon | 1d8 Radiant | |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Spellcasting Focus
Legendary
Arina's Amulet of Silvanus is a magical focus crafted by Arina, the cleric of Silvanus. It acts as a magical focus, allowing the wearer to cast cleric spells without the need for material components (unless those components are consumed in the process) and as a vessel through which to channel Silvanus's divinity.
In addition, once per day the wielder can use the symbol to seek aid from Silvanus.
The user can choose to attempt to invoke either the Beast or the Mother aspects of the Goddess.
Roll 1d20 . If the result is lower than the wielder's Cleric Level, then a random effect occurs.
If invoking the Beast aspect, the effect will attempt to destroy the wielder's enemies.
If invoking the Mother aspect, the effect will attempt to aid the wielder's allies.
It requires two consecutive actions (over two turns) to commune with Silvanus and ask for her aid.
If the wielder takes any damage, or attempts to move or use a bonus action between these two actions, they must make a successful Concentration check or will be required to start over.
Weapon
Legendary Arina
Thrown (Special), Versatile (1d10), Magic Weapon (+2)
A divine spear of golden light that Arina can manifest at will. A gift from Silvanus.
Divine Bolt: When thrown, the spear turns into bolt of mystical energy. Make a spellcasting attack roll (note this attack does not benefit from the weapon's +2 bonus). Damage: 4d4 Radiant
Bastion of Righteousness: The wielder can choose to drive the spear into the ground, where it glows brightly, shedding a 10ft radius aura of golden light. Any allies inside this radius will channel all damage they receive into the spear. This barrier has 60 HP. Once this is depleted, the aura fades and cannot be reused until after a Long Rest. Any Necrotic damage channeled to the spear will permanently reduce the HP of the barrier. If this total is ever reduced to zero, the spear will break.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d8 (1d10) Piercing + 2d4 Radiant | Piercing | 40 |
Armor (Heavy)
Varies
Heavy armour of thick crystal plates, bright white in coloured, adorned with deep emerald bands.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 18 | Yes |
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.
0-level (Cantrip) Evocation
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
1-level Enchantment
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
1-level Evocation
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.
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
2-level Evocation
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.
Players Handbook
3-level Abjuration
Basic Rules
3-level Conjuration
Basic Rules
3-level Evocation
Basic Rules
3-level Necromancy
PHB: P. 278
3-level Conjuration
Basic Rules
4-level Transmutation
Basic Rules
4-level Conjuration
4-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerBe aware that this spell can only seek to restore the soul to this world, it cannot heal the mortal form. A vessel will be required to contain and nourish it. Most commonly this should be the deceased’s own body, healed in advance of all injuries such that it may sustain the soul. But if this is impossible, an alternative vessel will be needed lest the soul simply dissipate into the aether.After setting up the ritual, the caster shall make a series of DC10 spellcasting ability checks as they focus on each talisman in turn.
The ritual will require five participants in addition to the ritual caster. Each participant should take on the aspect of one of the five gods.
Etch ritual circles and lines on the ground as illustrated. Place the vessel in the centre circle. Each participant should etch the rune of their assigned god in the appropriate circle, as shown. The ritual caster shall etch the symbol illustrated in the southmost circle.
The participants must provide a suitable talisman to focus the magical energies:The ritual caster shall focus the divine energies through each of the talismans in turn: Lliria, Selune, Lathander, Silvanus, Kelemvor.
- The Aspect of Silvanus shall provide a wooden object, a symbol of new life restored
- The Aspect of Selune shall provide a diamond, a symbol of the many faceted beauty of life
- The Aspect of Lliria shall provide a musical instrument, a symbol of the joy of life
- The Aspect of Kelemvor shall provide a book or scroll, a symbol of knowledge gained
- The Aspect of Lathander shall provide light, to illuminate his allies.
A lapse in concentration at any point, or a break in the circle, may result in the destruction of the talismans. If done correctly, the way will open. After that, the journey can only be your own, Cleric
Basic Rules, pg. 258
5-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.