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Dr. Bizwick Jazzhands

Satyr(Dragon) Race
Origin
Cleric 5 Class & Level
N/A Alignment
Babylon Deity
Faction
Rank/Position
Loyalty
Company

Strength 14
+2
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 16
+3
charisma 14
+2
Total Hit Dice 5
Hit Die
1dd8+3
+3 proficiency bonus
+2 Strength
+0 Dexterity
+6 Constitution
+0 Intelligence
+6 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+2 Deception
+0 History
+6 Insight
+2 Intimidation
+0 Investigation
+3 Martial
+6 Medicine
+0 Nature
+6 Perception
+2 Performance
+5 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 

MV

Prestige
1
Attunement Slots
16
Armor Class
43
Hit Points
+0
Initiative
30
Speed
Attacks
Light Armor, Medium Armor, Shields,Simple Weapons, heavy armor

Proficiences
DC:14
Hit:+6
Cantrips:4
Spells to Prep:8
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.

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.
Spellcasting
a mace
Chain Mail
Light Crossbow and 20 bolts
A Shield and a holy Symbol
Equipment
Mad Man
Stat Array
Dragon – +1 Wisdom – These horns are infused with the wisdom of the fey dragons, as such these Satyrs possess a stunning insight into other beings. You gain proficiency in Insight, Perception, and Persuasion.

Darkvision – Accustomed to twilit forests and the night sky, 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.

Fey Creature – Satyrs are creatures with the fey subtype.

Laughing Mad – Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.
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FEATS OR ASI
Res Con-+1

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Cleric(Stuff)

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.

Destroy Undead
Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed.

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Sub Class Stuff

With An Iron Fist
You gain proficiency with heavy armor and deal an extra +1 point of damage with unarmed strikes while wearing heavy armor.

Taskmaster
At 1st level, as an action you can coerce allies to comply with your orders, and for enemies to think twice about attacking you. Choose a number of enemies up to half your proficiency bonus within 60 ft. that you can see. Your allies have advantage on attack rolls against the chosen enemies, but disadvantage on attack rolls against all other creatures until the end of their next turn. The chosen enemies have disadvantage on attack rolls against you until the end of their next turn. Constructs and undead are immune to this effect. You may use this ability a number of times equal to your Wisdom modifier, and regain these uses after a long rest.


Divine Domain Feature
At 2nd level, you gain the following feature from your Divine Domain.

Channel Divinity: Demand Tribute
Starting at 2nd level, you can use your Channel Divinity to rightfully take what is yours from the unworthy.

As an action, you present your holy symbol, affecting all other creatures within 30 ft. of you with this ability. For the rest of the encounter, you can potentially take benefits from the affected creatures in one of three ways:
----The next time an affected creature would gain advantage on an attack roll, saving throw, or ability check, they lose that advantage, and you gain advantage of the same type the next time you would roll it (if a creature loses advantage on an attack roll, you gain advantage on the next attack roll you make).
---The next time an affected creature would receive healing, they instead only receive half of it, and you heal for the same amount that they lost.
---The next time an affected creature would cast a spell targeting only you, you regain a spell slot of the same level as the spell cast on you.
You can receive a benefit from Demand Tribute in this way only once. At 6th level, you can receive two benefits, and three at 18th level.

Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

EddieCross.

Statblock Type

Verum Character Sheet

Link/Embed