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Dorothea Chrimara

1 Level (0/300 XP for level-up) Straight outta the East Blue... Background Human Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
11
+0
DEX
14
+2
CON
16
+3
INT
13
+1
WIS
16
+3
CHA
10
+0
11
Hit Points
+2
Initiative (DEX)
27
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
+2 DEX
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Winters Steel +4 DEX +2+2 hsalShsalS
 Finesse
Attacks
Ability Score Increase. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and typically live less than a century.

Size. Humans vary greatly in size, standing anywhere between 3 to well over 10 feet, with those belonging to the long-leg tribe reaching heights above 15 feet. Your size is your choice of small or medium.

Speed. Your base walking speed is 30 feet.

Human Determination. Once when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.

Subraces. Choose between standard human, kuja, long-arm, long-leg, snakeneck or three-eye tribe.

Alignment. Standard humans tend towards no particular alignment. The best and worst of all people are represented among their numbers.

Resourcefulness. You gain proficiency with one skill or one simple or martial weapon of your choice.

Strong Will. When you fail a saving throw, you can roll a d4 and add it to the roll, possibly changing the outcome. You can do this a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Tricks (Cantrips)
At 1st level, you know two tricks of your choice from the sage creations list. You learn additional sage tricks of your choice at higher levels, as shown in the Tricks Known column of the Sage table.

Preparing and Using Creations (Preparing and Casting Spells)
The Sage table shows how many creation slots you have to use your sage creations of 1st level and higher. To use one of these sage creations⁠, you must expend a slot of the creation’s level or higher. You regain all expended creation slots when you finish a long rest.

You prepare the list of sage creations that are available for you to cast, choosing from the sage creation list. When you do so, choose a number of sage creations equal to your Wisdom modifier + your sage level (minimum of one creation). The creations⁠ must be of a level for which you have creation slots.

For example, if you are a 3rd-level sage, you have four 1st-level and two 2nd-level creation slots. With a Wisdom of 16, your list of prepared creations can include six creations⁠ of 1st or 2nd level, in any combination. If you prepare the 1st-level creation bless, you can use it using a 1st-level or 2nd-level slot. Using the creation doesn’t remove it from your list of prepared creations⁠.

You can also change your list of prepared creations when you finish a long rest. Preparing a new list of sage creations⁠ requires time spent meditating: at least 1 minute per creation level for each creation on your list.

Creative⁠ Ability (Spellcasting Ability)
Wisdom is your creative ability for your sage creations. You draw your power from enlightened understanding of the world around you. You use your Wisdom whenever a creation refers to your creative⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a sage creation you use and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Wisdom modifier

Creation Attack modifier = your proficiency bonus + your Wisdom modifier
Routine Usage (Ritual Casting)
You can use any sage creation you know as a routine if that creation has the routine tag.

Apparatus (Spellcasting Focus)
You can use a memento as an apparatus for your sage creations.

Philosophical Domain
Choose a domain related to your philosophical beliefs and conviction: Ocean, Battle, Land or Dawn. Your choice grants you additional domain creations and features at 1st level, additional ways to use your Channel Conviction at 2nd level, and more benefits at 6th, 8th and 17th level.

Entertainer's Routine
Your musical talent lends itself well to currying favor. You can always find a place to perform in towns and settlements, such as taverns, and you and your crew can stay for free in such establishments as long as you perform there every night.

Additionally, you may eventually gain a reputation unrelated to your pirating activities, earning you fame as a skilled entertainer. When fans of your music recognize you in towns, they react favorably to seeing you and may help you in your endeavours, do not if doing so would endanger them somehow.

Elemental Attack
Prerequisite: Proficiency with a martial weapon

You've learned how to infuse elemental energy into your attacks, such as harnessing friction to ignite your weapon, building static electricity to shock your foes, gathering vapor in the air to douse enemies in chilling water, or coating your weapon in corrosive acid or baleful poison.

As a bonus action on your turn, you can cause the next weapon attack you make before the end of your turn to deal additional damage equal to 1d8 + your proficiency bonus. This damage is your choice of acid, cold, fire, lightning or poison damage. You choose which damage type when you gain this feat, and your choice cannot be changed later. You can gain this feat multiple times, choosing a different damage type each time you gain it.

Features & Traits

Equipment Copper: 0, Silver: 500, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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