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Harey Lepus

2 Level (0/900 XP for level-up) Knight Background Harengon Race / Species / Heritage CG Alignment
Cleric
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
7
-2
DEX
15
+2
CON
14
+2
INT
8
-1
WIS
18
+4
CHA
13
+1
17
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
1 / 1
Channel Divinity
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+2 Dexterity
+2 Constitution
-1 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
-2 Athletics STR
+1 Deception CHA
-1 History INT
+6 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
+6 Medicine WIS
-1 Nature INT
+6 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +0 STR 1d6-2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Eldritch Blast +6 1 action 120 ft instantaneous 1d10 VS
Sacred Flame 1 action 60 ft instantaneous 1d8 VS
Toll the Dead 1 action 60 ft instantaneous 1d8/1d12 VS
Word of Radiance 1 action 5 feet instantaneous 1d6 VM

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +6 1 bonus action 60 ft instantaneous 1d4+4 V
Tasha's Hideous Laughter 1 action 30 ft Concentration, up to 1 minute VSM
Sleep 1 action 90 ft 1 mintue 5d8 VSM
Sanctuary 1 bonus action 30 ft 1 minute VS
Inflict Wounds +6 1 action touch instantaneous 3d10 VS
Bless 1 action 30 ft Concentration, up to 1 minute 1d4 VSM
Cure Wounds +6 1 action touch instantaneous 1d8+4 VS
Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Lucky Footwork
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Eldritch Adept
You learn one Eldritch Invocation. (Repelling Blast)
Unpredictable Inspiration
Choose and cantrip, The chosen cantrip cpunts as a cleric spell for you but does not count against the number of cleric cantrips you know. Each time you finish a long rest you may replace this cantrip with another.In addition, you gain proficiency in a skill of your choice, Each time you finish a long rest you may replace this with another skill.
Eldritch Contagion
You've been gifted with the ability to impart a fleeting taste of the unknowable on others. when you cast a spell with a spell slot of 1st level or higher that targets 1 or more creatures, you can use a bonus action on the same turn to force one of spell's targets to make a wisdom saving throw. On a failure, roll on the eldritch effects table and the creature suffers that effect for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a success. this feature end early if it is used again.
Knightly Regard
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
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: Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures.
As an action, choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature in a 15-foot-radius sphere centered on the chosen point must succeed on a Wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns, an affected creature can make another Wisdom saving throw, ending the temporary effect on a success.



Features & Traits

Equipment Copper: 51, Silver: 58, Electrum: 0, Gold: 36, Platinum: 0 Money
Light Armor, Medium Armor, Shields
All Simple Weapons
Lute

Common, Draconic, Undercommon

SPELLS AND WEAPONS ----------------------
Spell Attack = +6
Spell DC = 14

Eldritch Blast --- +6 --- 1d10 Force
Sacred Flame --- 14DC Dex Save --- 1d8 Radiant
Spear --- +0 --- 1d6 Piercing

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e PHB

Chain shirt

Armor (Medium)

Common

Type AC STR Req. Stealth Dis.
Medium 13 + Dex modifier (max 2) No

Cost: 50gp
Weight: 20 lb

Spear

Weapon

Common

Properties: Thrown, Versatile, Finesse
Anti-large: When you attack a creature that is larger than you, you deal additional damage die.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Piercing 20/60

Cost: 1 gp
Weight: 3 lb

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Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam
Available for: Warlock

SRD

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
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. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Cleric

SRD

Toll the Dead

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. 
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

SRD

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: VM
Materials: a holy symbol, or focus
Duration: instanataneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. 
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Cleric

Level 1 Spells

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
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.
Available for: Bard, Cleric, Druid

SRD

Tasha's Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: Tiny tarts and a feather that is waved in the air, or focus
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Available for: Bard, Wizard

SRD

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90 feet
Components: VSM
Materials: A pinch of fine sand, rose petals, or a cricket, or focus
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

SRD

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: VSM
Materials: A small silver mirror, or focus
Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.
Available for: Artificer, Cleric

SRD

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Cleric

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Concentration, Up to 1 minute
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.
Available for: Cleric, Paladin

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
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. 
Available for: Bard, Druid, Cleric, Paladin, Ranger

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