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Wang Jun

Vulpin Kitsune Race
Khao Jungle ( Tracker) Origin
Stars Cleric 3 Class & Level
Chaotic Neutral Alignment
Falaael Deity
None Faction
N/A Rank/Position
Loyalty
N/A Company

Strength 14
+2
Dexterity 12
+1
constitution 15
+2
intelligence 11
+0
wisdom 18
+4
charisma 11
+0
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+2 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+2 History
+4 Insight
+0 Intimidation
+0 Investigation
+4 Martial
+4 Medicine
+0 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+4 Survival
skills

 
4
MV

Prestige

Attunement Slots
17
Armor Class
24
Hit Points
+1
Initiative
30ft
Speed
Mace (Str) 1d20+2+2 1d6+2 Bludgeoning
Light Crossbow (Dex) 1d20+2+1 1d8+1 Piercing
Attacks
Skills: Investigation, Persuasion, Insight, Nature, Survival, Medicine, History
Stat Saves: WIS, CHA
Combat Related: Light / Medium Armor, Shields, Simple Weapons
Proficiences
Spell DC (8+Prof+Wis) | 14
Spell Attack Modifier (Prof+Wis) | 6

Celestial Lights Uses: 4/4

Cantrips:
Dancing Lights (Stars Domain)
Dancing Lights
Bonus Cantrip (Stars Domain)
When you choose this domain at 1st level, you gain the Dancing lights cantrip if you don’t already know it and can cast it as a bonus action. The Dancing lights look like stars.
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A bit of phosphorus or wychwood, or a glowworm)
Duration: Up to 1 minute
Classes: Bard, Sorcerer, Wizard
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.


Sacred Flame
Sacred Flame
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.


Guidance
Guidance
cantrip divination
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, Up to 1 minute
Classes: Cleric, Druid
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.


Spare The Dying
Spare The Dying
cantrip necromancy
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


1st Level Spells:
Faerie Fire (Stars Domain)
Faerie Fire
1st Level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, Up to 1 minute
Classes: Bard, Druid
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.


Bless (Stars Domain)
Bless
1st level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (A sprinkling of holy water)
Duration: Concentration, Up to 1 minute
Classes: Cleric, Paladin
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.


Guiding Bolt
Guiding Bolt
1st level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round
Classes: Cleric
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.


Bane
Bane
1st level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S M (A drop of blood)
Duration: Up to 1 minute
Classes: Bard, Cleric
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.


Cure Wounds
Cure Wounds
1st level evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
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.


Healing Word
Healing Word
1st level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
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.


2nd Level Spells:
Moonbeam (Stars Domain)
Moonbeam
2nd level evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (Several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, Up to 1 minute
Classes: Druid
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


Darkvision (Stars Domain)
Darkvision
2nd level transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (Either a pinch of dried carrot or an agate)
Duration: 8 hours
Classes: Druid, Ranger, Sorcerer, Wizard
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.


Hold Person
Hold Person
2nd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (A small, straight piece of iron)
Duration: Up to 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Prayer of Healing
Prayer Of Healing
2nd level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Classes: Cleric
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the Healing increases by 1d8 for each slot level above 2nd.

Spellcasting
199 Gold, 9 Silver, 2 copper
4 Healing Potions | 2d4+2
Equipped - Breastplate Armor | 400gp 14ac + dex(max 2) / 20 lbs
Leather Armor | 11 AC / 10lbs
Equipped - Shield | +2 AC / 6lbs
Equipped - Simple Mace | 4lbs - 1d6
Simple Crossbow | 5lbs - 1d8
70 Crossbow Bolts | 1 1/2Ibs
Holy Symbol - Sapphire Ring (of 9 Sapphires)
Priest's Pack (24lbs)
Backpack (x1), Blanket (x1), Candles (x10), Tinderbox (x1), Alms box (x1) Incense Block (x2), censer (x1), vestments, rations (2 days), waterskin (x1)

11 Rations
Waterskin
5 torches
Bag of Apples (10)

Equipment
None
Faction
The Mad Man
Stat Array
Languages
Common, Sylvan.


Ability Score Racial Traits
A Vulpin increases their Dexterity score by 1. (Calculated In.)


Trickster
You are a natural at getting into places you shouldn’t be. On your turn, you can move through any space at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you are in a space one size smaller than you. You cannot willingly stop in a space smaller than that, and if forced to do so, you immediately flow to the nearest space you can fit. You can use this feature a number of times equal to your proficiency bonus and you regain all uses upon finishing a short or long rest. This ability also grants advantage to escaping manacles (Dexterity check).


Go for the Throat
You are an expert in attacking when people don’t expect it and bite where it most hurts. Once per attack action, when you make a melee weapon attack with advantage and hit, you can deal 1d4 piercing damage to a target within 5 ft. of you that you can see. You do not need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy is not incapacitated, and you don’t have disadvantage on the attack roll.


Darkvision
Accustomed to a nocturnal lifestyle, 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.


Fox’s Cunning
You have proficiency in the Investigation skill. (Calculated In.)


Khao Jungle (Tracker)
You have resistance to falling damage and suffer no damage from falls of 30ft or less.


Stars Cleric
Domain Spell
At each indicated cleric level, you add the listed spells to your spells prepared.
1st - Faerie Fire, Bless
3rd - Moonbeam, Darkvision (lol)
5th - Hunger of Hadar, Melf's Minute Meteors
7th - Shadow of Moil, Arcane Eye
9th - Destructive Wave, Creation

Bonus Cantrip
When you choose this domain at 1st level, you gain the Dancing lights cantrip if you don’t already know it and can cast it as a bonus action. The Dancing lights look like stars.

Celestial Lights
Whenever you roll radiant damage with a cantrip, you can use Celestial lights to deal maximum damage, instead of rolling. You can do this a number of times equal to your wisdom modifier. You regain all uses of Celestial lights after a long rest.

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

Channel Divinity: Starburst
Starting at 2nd level, you can use your Channel Divinity to harness the power of the stars from within your spells, dealing damage. As an action, while you are concentrating on the spell Arcane Eye, Dancing Lights, Faerie Fire, or Moonbeam, you may present your holy symbol and make your spell burst with starlight. Each hostile creature within 15 ft of the spell's center must make a Constitution save. A creature takes radiant damage equal to 4d6 + your cleric level on a failed saving throw, and half as much damage on a successful one. If there is more than one spell origin, use all of them. Starburst cannot overlap onto its self.

Divine Domain Feature
At 6th level, you gain the following feature from your Divine Domain.

Elemental Stars
Starting at 6th level, whenever you would do radiant damage, you can deal force, cold, or fire damage instead. You can still use celestial lights on cantrips if their damage was changed by Elemental Stars

Divine Domain Feature
At 8th level, you gain both of the following features from your Divine Domain.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Domain Feature
At 17th level, you gain the following feature from your Divine Domain.

Gravitational Pull
Starting at 17th, Whenever you cast a spell or first level or higher, you can pull any creatures within 40ft of the spell's origin 20ft towards the spell's origin. If there are more than one origin, the caster must choose one.


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

Crystopher.

Statblock Type

Verum Character Sheet

Link/Embed