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Nob The Necromancer

3 Level (0/2700 XP for level-up) Acolyte Background Kobold Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
4
-3
DEX
14
+2
CON
13
+1
INT
14
+2
WIS
20
+5
CHA
15
+2
22
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-3 Strength
+2 Dexterity
+1 Constitution
+2 Intelligence
+7 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+2 Arcana INT
-3 Athletics STR
+2 Deception CHA
+2 History INT
+7 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+7 Medicine WIS
+2 Nature INT
+5 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Kobold Features:
• Within 60 feet of you, treat dim light as bright, darkness as dim light
• Prof/day you can give you/your allies advantage until the end of your next turn against foes that can see you within 10 feet of you as an bonus action
• You can cast one sorcerer cantrip

Acolyte Feature:
• Receive aid from those who share your faith

Spellcasting
PHB p56
[–]
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips
[–]
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 cleric 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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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 as a spellcasting focus for your cleric spells.

Divine Domain
PHB p56
[–]
Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells
[–]
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Death Domain
DMG p96
[–]
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Death Domain Spells
Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill
Bonus Proficiency
DMG p96
[–]
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper
DMG p96
[–]
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity
PHB p56
[–]
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
PHB p56
[–]
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.

Divine Domain feature
PHB p56
[–]
At 2nd level, you gain a feature from your Divine Domain.

Channel Divinity: Touch of Death
DMG p96
[–]
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.

Features & Traits
Leather Armour
Hooded Black Cloak
Shield
Mace
Light Crossbow
Bolts (20)
Priest's pouch
holy symbol (2)
stick of incense (5)
vestments
set of common clothes
belt pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Light Armour, Medium Armour, Shields
Simple Weapons, Martial Weapons

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.

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Level 0 Spells

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

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Player's Handbook p256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: V, S
Duration: 1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
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: Artificer, Bard, Cleric, Druid, Paladin, Ranger

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

Detect Magic

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V S
Duration: Concentration, Up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

SRD

Detect Poison and Disease

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A yew leaf
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Druid, Paladin, Ranger

SRD

Guilding Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: 1 round
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.
Available for: Cleric

Level 2 Spells

SRD

Gentle Repose

2-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Available for: Cleric, Paladin, Wizard

SRD

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

SRD

Blindness Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Wizard

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