Remove these ads. Join the Worldbuilders Guild

Arina

Cleric 11 Class & Level
Sage Background
Hill Dwarf Race
Neutral Good Alignment

Strength 8
-1
Dexterity 10
+0
constitution 14
+2
intelligence 14
+2
wisdom 16
+3
charisma 13
+1
Total Hit Dice 10
Hit Die
1d8+2
+4 proficiency bonus
-1 Strength
+0 Dexterity
+2 Constitution
+2 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+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
skills Armour
Light, Medium, Heavy and Shields
Weapons
Simple, Handaxe, Battleaxe, Light Hammer, Warhammer
Tools
Brewer's Tools   Acrobatics   Proficient in Medicine, History, Arcana and Insight proficiencies

 
18
Armor Class
100
Hit Points
+0
Initiative
25
Speed
WeaponAttackDamageNotes
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 RadianceCON Save DC14 2d6 RadiantAffects all creatures you can see within 5ft
Spiritual Weapon 1d20+7 1d8+3 ForceMove weapon up to 20ft as a bonus action
Divine StrikeEach attack with a weapon 1d8 Radiant
Attacks
Languages

Common, Dwarvish, Two more
Proficiences
Spellcasting Attack Modifier: +7

Spell Save DC: 15

Each day you can prepare a list of 12 spells, within levels you can cast. You can change this list after a long rest.

You always have the following spells prepared:

Thaumaturgy

Word of Radiance

Spare the Dying

Mending

Beacon of Hope

Revivify

These spells do not count towards your nine spell maximum (total of 14 spells - excluding cantrips)
Spellcasting
Scimitar

Divine Spear
Can manifest at will.
Attack: STR + Proficiency + 2
Damage - 1d8 + STR + 2 Piercing - 2d4 Radiant
Divine Bolt - throw spear and it turns into a bolt of mystical energy -
Spellcasting attack - 4d4 Radiant

Bastion of the Righteous - Can drive it into the ground and it glows brightly, creating an aura 10ft radius. Any allies inside this radius will channel all damage they recieve to the spear. This barrier has 100 HP - once depleted the aura fades and cannot be reused until after a Long Rest.
Equipment
Darkvision

You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light.

Dwarven Resilience

You have Advantage on saving throws against poison, and you have Resistance against Poison damage

Dwarven Toughness

Your maximum hit points increases by 1, and it increases by 1 every time you gain a level.

Channel Divinity

You can channel divine energy directly from your deity. You have access to two magical effects (see below). You can use the Channel Divinity feature once per long rest.

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring undead. Each undead that can see or hear you within 30ft must make a Wisdom saving throw. If the creature fails it is turned for 1 minute, or until it takes any damage.

A turned creature must spend it's turns trying to move as far away from you as it can, and it cannot willingl move to a space within 30ft of you. It also cannot take reactions. For its action it can only use the Dash action, or attempt to free itself from any effects which prevent it moving. If there is nowhere to move, it can take the Dodge action.

Preserve Life

As an action you present your Holy Symbol and evoke Healing energy which can restore hit points equal to five times your Cleric level (15)

Choose any creatures within 30ft of you and divide those Hit Points among them. This feature can restore a creature to no more than half it's maximum hit points. You cannot use this ability on Undead or a Construct.

Disciple of Life

Your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to the 2+ the spell level, i.e. 1st Level Spells will restore an additional 3HP, 2nd Level Spells will restore an additional 4HP, etc

Destroy Undead


Beast/Mother Effects

Once per day, Arina will be able to use the symbol to try to invoke either the Beast or the Mother aspects of Silvanus. Roll a d20. If the roll is lower than Arina's Cleric Level + her Wisdom Modifier, then a random effect occurs Takes one turn to prepare, and another action to ask the Goddess for help
Features & Traits

Heroes Enabled

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

Arina's Amulet of Silvanus

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.


Divine Spear

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


Crystalline Plate Armour

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.

Level 0 Spells

Word of Radiance

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5ft
Duration Instantaneous
Components V, M
Materials a Holy Symbol

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).

Class(es): Cleric, Sorcerer (Divine Soul)

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): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

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, Sorcerer (Divine Soul)

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

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.

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

Level 1 Spells

Bless

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a sprinkling of holy water

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.

Class(es): Cleric, Paladin, Sorcerer (Divine Soul)

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.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 2 Spells

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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Spiritual Weapon

2-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration 1 Minute
Components V, S

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.

Class(es): Cleric, Paladin (Oath of Conquest), Sorcerer (Divine Soul), Warlock (The Raven Queen)

Level 3 Spells

Players Handbook

Beacon of Hope

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Concentration, 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For teh duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Available for: Cleric

Basic Rules

Create Food and Water

3-level Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Available for: Artificer, Cleric, Paladin, Circle of the Land (Desert), Genie Patron

Basic Rules

Mass Healing Word

3-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60 ft
Components: Verbal
Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Available for: Bard, Cleric, Alchemist, Order Domain

Basic Rules

Revivify

3-level Necromancy

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Diamonds worth 300 gp, which the spell consumes
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid, Paladin, Ranger, Celestial Patron, Circle of Wildfire, Grave Domain, Life Domain

PHB: P. 278

Spirit Guardians

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 feet radius)
Components: V, S, M
Materials: a holy symbol
Duration: Concentration, Concentration, up to 10 minutes

You call forth spirits to protect you.
They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric

Level 4 Spells

Basic Rules

Control Water

4-level Transmutation

Casting Time: 1 Action
Range/Area: 300ft
Components: Verbal, Somatic, Material
Materials: A drop of water and a pinch of dust
Duration: Concentration, 10 Minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
    Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
  If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
  The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
    Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
  When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
  The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Available for: Cleric, Druid, Wizard, Circle of the Land (Coast), Fathomless Patron, Tempest Domain

Basic Rules

Guardian of Faith

4-level Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal
Duration: 8 Hours
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
    Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Available for: Cleric, Celestial Patron, Life Domain, Light Domain, Oath of Devotion, Oath of the Crown

Level 5 Spells

Recover Soul

4-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: Ritual Only
Components: Somatic, Material
Materials: See Notes
Be 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.
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 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.
The ritual caster shall focus the divine energies through each of the talismans in turn: Lliria, Selune, Lathander, Silvanus, Kelemvor.
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
  After setting up the ritual, the caster shall make a series of DC10 spellcasting ability checks as they focus on each talisman in turn.
On a success, the talisman activates and the caster can proceed to the next. On a critical failure, the talisman is destroyed and the ritual fails.
Once all five talismans have been activated, the caster must make one final DC10 spellcasting ability check to complete the ritual.
Available for: Cleric

Basic Rules, pg. 258

Mass Cure Wounds

5-level Evocation

Casting Time 1 Action
Range 60 ft (30 ft AOE)
Duration Instantaneous
Components V, S

Damage Type: Healing   Saving Throws: None   Description: A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Class(es): Bard, Cleric, Druid

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


Created by

urbene.

Statblock Type

Character Sheet (Legacy)

Link/Embed