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Cassidy

Ore 2 Class & Level
Acolyte Background
Hill Dwarf Race
Neutral Good Alignment

Strength 15
+2
Dexterity 8
-1
constitution 16
+3
intelligence 12
+1
wisdom 11
+0
charisma 13
+1
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+2 Strength
-1 Dexterity
+3 Constitution
-1 Intelligence
+2 Wisdom
+3 Charisma
saving throws
-1 Acrobatics
+0 Animal Handling
+1 Arcana
+2 Athletics
+3 Deception
+1 History
+2 Insight
+1 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+0 Perception
+1 Performance
+3 Persuasion
+3 Religion
+1 Sleight of Hands
-1 Stealth
+0 Survival
skills ARMOR Heavy Armor, Light Armor, Medium Armor, Shields WEAPONS Battleaxe, Simple Weapons, Warhammer proficiencies

 
18
Armor Class
21
Hit Points
-1
Initiative
25
Speed
Attacks
TOOLS
Smith's Tools
LANGUAGES
Common, Dwarvish, Gnomish, Halfling
Proficiences
=== CLERIC FEATURES ===
* Hit Points • PHB 57
* Proficiencies • PHB 57
* Spellcasting • PHB 58
You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 10, Spell Attack +2) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.
* Divine Domain • PHB 58
You choose a divine domain that grants you additional spells and other features related to your deity.
| Life Domain
* Bonus Proficiency • PHB 60
You gain proficiency with heavy armor.
* Disciple of Life • PHB 60
Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.
* Channel Divinity • PHB 58
You can channel divine energy to fuel magical effects a number of times per short rest
| 1 / Short Rest • Special
| Channel Divinity: Turn Undead: 1 Action
* Channel Divinity: Preserve Life • PHB 60
As an action, you can use Channel Divinity and present your holy symbol to restore up to 10 HP divided among any creatures within 30 ft. up to half a creature's HP max. You can’t use this feature on an undead or a construct.
Spellcasting
Amulet, GearHoly Symbol - 1lb.
Backpack, GearAdventuring Gear, 5lb.
Bedroll, GearAdventuring Gear, 7lb.
Block of Incense, GearAdventuring Gear
Chain Mail, Heavy ArmorChain Mail, 55lb.
Clothes, Common, GearAdventuring Gear, 6lb.
Emblem, GearHoly Symbol
Holy Symbol, GearHoly Symbol, 1
Mess Kit, GearAdventuring Gear, 1lb.
Pouch, GearAdventuring Gear, 1lb.
Shield, ShieldShield, 6lb.
Vestments, GearAdventuring Gear, 1
Warhammer, Warhammer, 2LB.
Equipment
Personality Traits
I quote (or misquote) sacred texts and proverbs in almost every situation.
I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
Personality Traits
Ideals
Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
Ideals
Bonds
Everything I do is for the common people.
Bonds
Flaws
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Flaws
RACIAL TRAITS:
DarkvisionBR, pg. 20
Dwarven ResilienceBR, pg. 20
Dwarven Combat TrainingBR, pg. 20
Tool ProficiencyBR, pg. 20
StonecunningBR, pg. 20
Dwarven ToughnessBR, pg. 20
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: Persuasion Divine DomainPHB]
[block: pg. 58 - You choose a divine domain that grants you additional spells and other features related to your deity. (Life Domain) Bonus ProficiencyPHB]
[block: pg. 60 - You gain proficiency with heavy armor. Disciple of Life PHB]
[block: the creature regains additional HP equal to 2 + the spell’s level. Channel DivinityPHB]
[block: pg. 58 - You can channel divine energy to fuel magical effects a number of times per short rest - Channel Divinity: Turn Undead: 1 Action Channel Divinity: Preserve LifePHB]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Hill Ability Score Increase +1 Wis]
[block: + 2 Con Size Medium Speed 25ft Dwarf Feature(s) Darkvision 60ft Dwarven Resilience Dwarven Combat Training Tool Proficiency Stonecunning Hill Dwarf Feature Dwarven Toughness Languages. You can speak Common and Dwarvish. Proficiencies PHB]
[block: Persuasion Divine DomainPHB]
[block: pg. 58 - You choose a divine domain that grants you additional spells and other features related to your deity. (Life Domain) Bonus ProficiencyPHB]
[block: pg. 60 - You gain proficiency with heavy armor. Disciple of Life PHB]
[block: the creature regains additional HP equal to 2 + the spell’s level. Channel DivinityPHB]
[block: pg. 58 - You can channel divine energy to fuel magical effects a number of times per short rest - Channel Divinity: Turn Undead: 1 Action Channel Divinity: Preserve LifePHB]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains 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 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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

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)

Level 2 Spells

Guiding Bolt

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Cleric, Sorcerer (Divine Soul), Warlock (The Celestial)

Level 3 Spells

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 4 Spells

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

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

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

Level 5 Spells

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S, M
Materials A Miniature Cloack

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

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

Level 6 Spells

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)

Level 7 Spells

Bane

1-level Enchantment

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

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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): Bard, Cleric, Paladin (Oath of Vengeance), Sorcerer (Divine Soul)

Level 8 Spells

Detect Magic

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten 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 it 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): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Level 9 Spells

Detect Poison and Disease

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it 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): Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul)

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


Created by

Renee_StGermain.

Statblock Type

Character Sheet (Legacy)

Link/Embed