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Mikael

CL: Witchwolf / Wolf Race
Delera/Aspirante cavaliere del sangue Origin
Life Cleric 12 12 Class & Level
Neutral Good Alignment
Glory Deity
Chiesa del Pantheon Bianco Faction
Vescovo Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 14
+2
constitution 20
+5
intelligence 11
+0
wisdom 22
+6
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8+5
+4 proficiency bonus
+3 Strength
+2 Dexterity
+5 Constitution
+0 Intelligence
+10 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+6 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+4 History
+10 Insight
+0 Intimidation
+0 Investigation
+14 Martial
+6 Medicine
+0 Nature
+10 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+6 Survival
skills

 

MV

Prestige
4
Attunement Slots
18
Armor Class
167
Hit Points
+2
Initiative
30
Speed
CantripAttackDamage
Sacred Flame d20+10 3d8
Attacks
#RACE#
Size: Medium
Ability Score Increase: +2 Wis
Feat: Skill Expert: You have honed your proficiency with particular skills, granting you the following benefits
Ability Score Increase: +1 Wis
Proficiency: Martial.
Expertise: Martial.

Variable Trait: Darkvision with a range of 60 feet.


## CLASS - LIFE CLERIC ##
Proficiencies
Armor: Light armor, medium armor, heavy armors, shields
Weapons: Simple weapons, greatsword
Tools: None
Saving Throws: Wisdom, Charisma
Skills: History, Insight



#LIFE DOMAIN#
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Proficiences
SPELL DC: 18
SPELL ATTACK: +10

# KNOWN CANTRIPS#
Guidance
Sacred Flame
Light
Resistance
Spare the Dying

MAX PREPARED SPELLS: 18

# PREPARED SPELLS #
Lv1
Healing Word
Sanctuary
Protection from Evil and Good


Lv2
Aid
Warding Bond

Lv3
Life Transference
Aura of Vitality
Mass Healing Word
Dispel Magic
Magic Circle
Spirit Guardians


Lv4
Aura of life
Banishment


Lv5
Greater Restoration
Dispel Evil and Good



Lv6
Heal
Word of Recall
Forbiddance


Planar Ally
Aid (while resting) -> 5th = +20 max hp 8hours for 3 creatures
Forbiddance (while resting) Ritual, 20minutes... Forbiddance to Undeads into my Glory's Necklace of Absorption: 30ft * 30ft * 30ft. 1000g



# LIFE CLERIC PREPARED SPELLS #
Bless
Cure wounds
Lesser restoration
Spiritual weapon
Beacon of hope
Revivify
Death ward
Guardian of faith
Mass cure wounds
Raise dead



Spellcasting
Glory's Necklace of Absorption | 8k | Attunement | +2 CAP INCREASE ASI
Necklace of Fireballs | 4.5k | +2 ASI

Adamantine Armor 1.7k + hp feat 3k = 4.7k | +2 ASI
Feat: Tought: Your hit point maximum increases by an amount equal to twice your level then by +2 at each level.


Potion of Heroism x1 1000g
Potion of Resistance x1 375g
Potion of Invisibility x1 750g

Scroll of Protection x2 100g

Spell Scroll Level 1 x4 50*4=200g
Spell Scroll Level 3 x8 400*8=3200g




Inventory;
Adamantine Armor of Health (Attuned Equipped)
Glory's Necklace of Absorption (Attuned Equipped)
Necklace of Fireballs
Mace
Light hammer
priest's pack
shield

Potion of Heroism x1
Potion of Resistance x1
Potion of Invisibility x1

Scroll of Protection x2
Spell Scroll Level 1 x4
Spell Scroll Level 3 x8

Money: 3200 gold.
Equipment
Chiesa del Pantheon Bianco
Faction
L'Esperto : 15 / 15 / 14 / 11 / 11 / 10
Stat Array
#ORIGIN#
Delera

Vivere nella paura ti ha reso più resistente ad essa . Guadagni un +3 Bonus nei Saving Throw contro gli effetti di tipo Fear

La tua mente è forte: +1 Wisdom

#SUB ORIGIN#
#ASPIRANTE CAVALIERE DEL SANGUE#

Il tuo corpo è forgiato dall'oscurità. +5 Max HP

Proficiency: Perception
Bonus Corruzione: +1 Constitution

Fardello della corruzione: Fissando il buio per così tanto tempo, i tuoi occhi sono rimasti deboli alla luce. Hai svantaggio nei perception Check e negli attack roll fatti alla luce del sole, questo non può essere rimosso in alcun modo.



Sub Origin DC: 20

Blood Phantasmagoria

Il cavaliere del sangue può sacrificare un numero di Max Hit Points fino ad un massimo di 40 e un minimo di 2, dividi per due il numero di Hit Points
sacrificati e immetti il numero in un qualsiasi d20 (Attack Roll , Saving Throw, Ability Check, Clash)
2 HP = +1 , 4 HP = +2.
Se utilizzi un numero di HP maggiore di quelli che possiedi attualmente, diventi unconscius e ottieni 3 livelli di Exhaustion, una volta
recuperato almeno 1 HP, egli rimane con un MAX Hp pari ad 1
E' possibile recuperare questi Max Hit Points solo al termine del Fight corrente.




Essence of the Night Lord

Come Bonus Action, puoi infondere la tua arma col potere del sangue del Night Lord, per 1 minuto, ogni tuo attacco provoca 4d4 Bleed Damage
Questa abilità una volta usata, viene ricaricata dopo un Long Rest




Slay the Weak

Come azione, ogni nemico a 20 ft viene assaltato da viticci di sangue, il nemico effettua un Constitution Save Throw, se fallisce
essi diventano Restrained per 1 minuto, il nemico come azione può ritentare il Saving Throw per liberarsi.
Ogni nemico restrained che prende danno ti dona HP temporanei pari a metà del danno che hanno ricevuto.

Per ogni attacco che ricevi mentre hai almeno 1 nemico imprigionato nei tuoi viticci, il tuo AC aumenta di 1

Questa abilità una volta usata, viene ricaricata dopo un Long Rest





Champion of the blood

Come azioni triggherata, quando uccidi un nemico personalmente, ne assorbi l'essenza, formi una sfera che galleggia sopra di te composta
dal sangue del nemico ucciso, questo ti dona una Stack di Corrupted Blood, le Stack possono essere usate nei seguenti modi

-BloodLetting: Come azione, puoi consumare una stack per curare tutti gli alleati (e te stesso) a 30 ft da te di 10d6 Hit Points

-Crimson: Come azione, puoi consumare una stack per infondere la tua arma col potere del sangue corrotto, il tuo prossimo attacco provoca
un'area di 20 ft che causa 8d6 Bleed Damage con un Constitution Save throw per metà del danno

-Blood Puppets: Come azione, durante il tuo prossimo attacco, ogni alleato a 30 ft da te può usare la propria reaction per effettuare un
attacco




#RACE#
Size: Medium
Ability Score Increase: +2 Wis
Feat: Skill Expert: You have honed your proficiency with particular skills, granting you the following benefits
Ability Score Increase: +1 Wis
Proficiency: Martial.
Expertise: Martial.

Variable Trait: Darkvision with a range of 60 feet.


## CLASS - LIFE CLERIC ##
Proficiencies
Armor: Light armor, medium armor, heavy armors, shields
Weapons: Simple weapons, greatsword
Tools: None
Saving Throws: Wisdom, Charisma
Skills: History, Insight

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.



Harness Divine Power
2nd-level cleric 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.




Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
LV12 = 2 or lower



Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.



#LIFE DOMAIN#
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.


Life Domain Spells
Lv1 : bless, cure wounds
Lv3: lesser restoration, spiritual weapon
Lv5: beacon of hope, revivify
Lv7: death ward, guardian of faith
Lv9: mass cure wounds, raise dead




Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.





Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.




Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.





4th Ability Score Improvement : +1 WIS, +1 CON
8th Ability Score Improvement : +2 CON
12th Ability Score Improvement: +1 CON, +1 STR









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

Tkenz.

Statblock Type

Verum Character Sheet

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