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Argon Hyrm

Dwarf (Hill) Race
TBD Origin
Cleric 5 Class & Level
Lawful Evil Alignment
Nyx Deity
N/A Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 11
+0
Dexterity 10
+0
constitution 16
+3
intelligence 14
+2
wisdom 18
+4
charisma 10
+0
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+0 Dexterity
+3 Constitution
+2 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+2 Arcana
+0 Athletics
+0 Deception
+2 History
+7 Insight
+0 Intimidation
+2 Investigation
-999 Martial
+4 Medicine
+2 Nature
+4 Perception
+0 Performance
+0 Persuasion
+5 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 
25
MV
0
Prestige
1
Attunement Slots
17
Armor Class
49
Hit Points
+0
Initiative
25
Speed
Spell Save DC15
Spell Attack d20+7
Warhammer 1d20+3 1d8 (versatile 1d10 ) bludgeoning
Handaxe 1d20+3 1d6 slashing
Attacks
[STAT BONUSES]
+2 Con, +1 Wis (Hill)

[SKILLS]
Armor: light, medium, shields
Weapons: simple, battleaxe, handaxe, light hammer, warhammer
Tools: Smith's tools
Saving Throws: Wisdom, Charisma
Skills: Insight, Religion
Proficiences
[SLOTS]
1st: 4
2nd: 3
3rd: 2

[CANTRIPS]
  • Guidance
  • Spare the dying (Circle of Mortality)
  • Thaumaturgy
  • Toll the Dead
  • Sacred Flame

  • [DOMAIN]
    Grave:
    1st: bane, false life
    3rd: gentle repose, ray of enfeeblement
    5th: revivify, vampiric touch
    7th: blight, death ward
    9th: antilife shell, raise dead
  • Circle of Mortality Revive
  • Eyes of the Grave
  • Turn (Destroy) Undead (Channel Divinity)
  • Harness Divine Power (Channel Divinity)
  • Path to the Grave (Channel Divinity)

  • [SPELLS PREPARED]
    1st:
  • Healing Word
  • Guiding Bolt
  • Bless
  • Command
  • Inflict Wounds
  • Magic MIssile (Illara's Gift)
  • 2nd:
  • Lesser Restoration
  • Hold Person
  • Spiritual Weapon
  • 3rd:
  • Dispel Magic
  • Spellcasting
    Weapons/Armor:
  • Warhammer (Equipped)
  • Half-Plate Armor (Equipped)
  • Handaxe
  • Shield (Equipped)
  • Holy Symbol (On Shield)
  • Holy Blessing (Chain Writing) (Attuned) 5 days left
  • Necklace of storing (2nd Level Magic Missile, 2nd Level Healing Word), At the end of each day you can store up to 2 spells that you have not expanded into the necklace that you can use the next day without having to expend any spell slots (Attuned)

  • Potions:
  • 1x Greater Healing Potion 4d4+4

  • Valuables:
  • 18 Silver, 412 Gold, 62 Platinum

  • Misc:
  • Explorers Pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 6 days of rations, waterskin, 50ft of rope

  • Quest Items:
  • Sending Stone
  • Equipment
    N/A
    Faction
    N/A
    Stat Array
    [RACE]
  • Speed. Your speed is not reduced by wearing heavy armor.
  • Darkvision 60ft.
  • Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and Warhammer.
  • Tool Proficiency. You gain proficiency with the artisan's tool: Smith's Tools.
  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Languages. You can speak, read, and write Common and Dwarvish
  • Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Base Height: 3'10"
  • Base Weight: 124
  • Max HP: 20

  • [DOMAIN]
    Circle of Mortality:
    At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

    In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

    Eyes of the Grave:
    At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

    You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

    Channel Divinity (1/rest):
    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.

    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: Harness Divine Power
    2nd-level cleric optional feature

    You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

    Channel Divinity: Path to the Grave
    Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.

    As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

    Destroy Undead (CR 1/2)
    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.
    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

    turtlebakes.

    Statblock Type

    Verum Character Sheet

    Link/Embed