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Zephyr Windgate

2 Level (0/900 XP for level-up) Background Firbolg Race / Species / Heritage Neutral Good Alignment
Cleric
Level 2
Hit Dice: 2/2
1d8+3 Class 1

STR
14
+2
DEX
10
+0
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
10
+0
18
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+0 Deception CHA
+1 History INT
+4 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Everlight's Embrace +4 STR 1d6+2 B
Attacks
Firbolg Magic: Can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to blend in with humans and elves.

Hidden Step: As a bonus action, can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

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

Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Disciple of Life: Healing spells are more effective. Creatures regain additional hit points equal to 2 + the spell's level.

Channel Divinity: Preserve Life: As an action, can use Channel Divinity to heal creatures within 30 feet, restoring hit points equal to five times cleric level (can't restore a creature to more than half its hit point maximum).

Features & Traits
A mace
Scale mail
A shield
A priest's pack
A holy symbol
5 sticks of incense
Vestments
A set of common clothes
A pouch containing 15 gp

Equipment Copper: 0, Silver: , Electrum: 0, Gold: 13, Platinum: 0 Money
Languages: You can speak, read, and write Common, Elvish, and Giant.

Languages & Proficiencies
Compassionate: Zephyr has a deep sense of empathy for others and seeks to help those in need.
Steadfast: Zephyr is unwavering in his commitment to protect and heal those under his care.
Wise: Zephyr provides sage advice and guidance to those who seek it.

Personality Traits
Life and Healing: Zephyr's main goal is to bring life and healing to the world, easing suffering and promoting well-being for all.

Ideals
Childhood Trauma: Zephyr's bond is rooted in a traumatic event from his past, which drives his desire to protect and heal others.

Bonds
Impatient: Zephyr's desire to help others can lead to impatience and frustration when progress is slow.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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