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Terris Meletin

5 Level (10/14000 XP for level-up) Acolyte Background Loxodon Race / Species / Heritage Neutral Good Alignment
Cleric (Nature)
Level 5
Hit Dice: 5/5
1d8+4 Class 1

STR
14
+2
DEX
12
+1
CON
18
+4
INT
12
+1
WIS
18
+4
CHA
12
+1
48
Hit Points
+1
Initiative (DEX)
21
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+1 Dexterity
+4 Constitution
+1 Intelligence
+7 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
+7 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+1 Deception CHA
+4 History INT
+7 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+7 Medicine WIS
+1 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +5 STR 1d6+2 Bludgeoning
 Versatile (1d8)
Crossbow +4 DEX 1d8+1 Piercing
  Ammunition (range 80/320), loading, two-handed
Quarterstaff (Shillelagh) +7 WIS 1d8+WIS Bludgeoning
 Versatile (1d8)
Attacks

Spell Book

Loxodon


Constitution +2, Wisdom +1

Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Loxodon Serenity
You have advantage on saving throws against being charmed or frightened.


Natural Armor
You have thick, leathery skin. When you aren't wearing armor, your AC is 12 +your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.


Trunk
You can grasp things with your trunk, and you can use it as a snorkel. lt has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.


Keen Smell
Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.


Cleric


Spellcasting
As a conduit for divine power, you can cast Cleric Spells.

Cantrips


At 1st level, you know three Cantrips of your choice from the Cleric spell list. You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells


The Cleric table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Cleric Spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric Spells equal to your Wisdom modifier + your Cleric level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Cleric, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability


Wisdom is your Spellcasting Ability for your Cleric Spells. The power of your Spells comes from your devotion to your deity. You use your Wisdom whenever a Cleric spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Ritual Casting


You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus


You can use a holy Symbol (see "Equipment") as a Spellcasting Focus for your Cleric Spells.


Divine Domain (Nature)
Choose one domain related to your deity, such as Life. The Life Domain is detailed at the end of the class description, and provides examples of gods associated with it. Your choice grants you domain Spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd Level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells


Each domain has a list of spells-its domain spells-that you gain at the Cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of Spells you can prepare each day.

If you have a domain spell that doesn't appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.


Channel Divinity
At 2nd Level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an Effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which Effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.

Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and Beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.

Channel Divinity: Turn Undead

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

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.


Divine Domain - Nature


Acolyte of Nature
At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.


Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.


Background - Acolyte


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, if you remain on good terms with it, 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.


ASIs


Level 4: +1 STR +1 WIS

Research Boons


When felling a creature with the Sacred Flame cantrip you can decide whether or not to make the damage non-lethal. You may use this ability three times, regaining the uses upon finishing a short or long rest.

Features & Traits
PP: 0 GP: 284 SP: 60 CP: 80

Weapons
Quarterstaff x2
Light Crossbow (20 bolts)


Armor
Corpse Carrier MW Full Plate (DR1 Necrotic)
Chain Mail
Shield


Misc
Holy Symbol of Eldath
Explorer's Pack
Prayer Book
5 Sticks of Incense
Vestments of Eldath
Common Clothes
Shutter Shades
Technomancer Bauble


Room
1x Bundle of hair (Apple)
1x Bundle of hair (Midnight)


Peace and Prosperity
Peace and Prosperity
Wondrous (Holy Symbol) - Weightless - Soulchain Attunement

A simple symbol made to make prayer to the Mother of Groves. Made of reeds and grass in the shape of what appears to be a waterfall falling into a still pool. It gives off a calming presence when held, giving the wielder focus and serenity.

A Small Piece of Her Grove. As an action, you can cause a 20 foot radius of undying grass and resilient flowers to form around you. This area remains in this place until the duration ends or it is dispelled as a free action. For the next minute, all allies restore 1 hit point at the start of their turn so long as they remain within this area and remain conscious. This effect counts as a 3rd level spell for the effects of dispelling. You can use this effect once per long rest, regaining the use after finishing a long rest.

When Within Her Grove. This item has 3 charges, all of which are restored at the end of a long rest. When you are within the area of A Small Piece of Her Grove and cast a 1st level spell or higher which restores hit points, you can expend one or more charges to add an extra 1d4+1 to the roll.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips
Guidance
Sacred Flame
Toll the Dead
Shillelagh
Spare the Dying
Spellcasting
Armor: Light, Medium, Heavy, Shields
Weapons: Simple

Skills
Insight
Religion
Medicine
History
Animal Handling


Languages: Common, Loxodon, Celestial, Sylvan

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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