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Zephyr

4 Level (0/6500 XP for level-up) Kilayna thingy Background Tiefling (Bloodline of Levistus) Race / Species / Heritage Chaotic Good Alignment
Cleric (Destruction Domain)
Level 4
Hit Dice: 3/4
1d8+4 Class 1

STR
11
+0
DEX
14
+2
CON
18
+4
INT
10
+0
WIS
20
+5
CHA
12
+1
41
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
WIS Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+0 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+1 Deception CHA
+0 History INT
+7 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+7 Medicine WIS
+0 Nature INT
+7 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +2 STR 1d6 Bludgeoning
Handaxe +2 STR 1d6+2 Slashing
 Light, Thrown(20/60)
Attacks

Spell Book

Starting Stats: STR 10 - DEX 14 - CON 16 - INT 10 - WIS 16 - CHA 11
ASI - +2 WIS, +1 CON, +1 CON (Background)
Class Proficiencies: Medicine, Religion
Background Proficiencies: Insight, Perception
Traits
Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance: You have resistance to fire damage.
Feats
Ritual Caster (Cleric):
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spells that are counted as ritual for Clerics no longer need to be prepared to cast, due to knowing the spells already (Homebrew)

Flames of Phelgethos:
You learn to call on hellfire to serve your commands. You gain the following benefits:

Increase your Intelligence or Charisma score by 1, to a maximum of 20. (CHA)

When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Destruction Domain
Devastation Initiate:
When you choose this domain at 1st level, you gain two cantrips of your choice from the wizard spell list. These cantrips count as cleric spells for you and do not count against the number of cantrips you can learn.

Channel Divinity: Calamity:
Starting at 2nd level, you can funnel the entropic energies of the universe into your spells as a bonus action. For the next minute, whenever you deal damage with a cleric spell, it is empowered with ruinous potential. If you roll the highest number possible on any of the spell’s damage dice, you can roll that die again and add its damage to the total, rolling again if this number is also the highest, and so on. You can roll a total number of damage dice for this spell equal to twice the number of damage dice you initially rolled.

Bloodline of Levistus
Legacy of Stygia. You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Features & Traits
Equipment
1x Holy Symbol
Mace
Handaxe
Common Clothes
Scale Mail
Shield

Inventory
Explorer's Pack
1x 300 GP diamond
1x Holy Symbol
1x Prayer Book
5x Sticks of Incense
1x Vestments

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 463, Platinum: 0 Money
Prepared Cantrips
Eye of Ra (Valdas), Guidance, Mind Sliver(Destruction), Prestidigitation (Destruction), Ray of Frost(Bloodline), Toll the Dead
Prepared Level 1 Spells
Bless(C), Burning Hands(Destruction), Cure Wounds, Guiding Bolt, Healing Word, Inflict Wounds, Thunderwave(Destruction)
Prepared Level 2 Spells
Armor of Agathys(Bloodline, Cast at 2nd), Curse Ward(Valdas), Scorching Ray(Destruction), Shatter(Destruction), Spiritual Weapon
Ritual Spells
First Level: Blood Print(R, Valdas), Ceremony(R), Clue(R, Valdas), Consecrated Armor(R, Valdas), Detect Magic (C,R), Detect Poison and Disease(C,R), Exhume(R, if allowed), Memorize(R, Valdas), Purify Food and Drink(R)

Second Level: Augury(R), Gentle Repose(R), Silence(C,R)
Spellcasting
Proficiencies: Insight, Medicine, Perception, Religion
Languages: Celestial, Common, Infernal
Weapon Proficiencies: All Simple Weapons
Armor Proficiencies: Light Armor, Medium Armor, Shields
Cleric
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.

Ritual Casting:
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Divine Domain:
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. 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.

Languages & Proficiencies
I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.

Personality Traits
Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings.

Ideals
I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.

Bonds
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Flaws


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