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Jez'rah

1 Level (0/300 XP for level-up) https://www.dandwiki.com/wiki/Demigod_(5e_Background) Background tabaxi Race / Species / Heritage neutral Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
10
+0
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
14
+2
CHA
13
+1
9
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30-30/60/
Speed (walk/run/fly)
14
Passive Perception
2 / 2
1st level spell slots
3 / 3
cantrips known
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+3 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+1 Deception CHA
+0 History INT
+4 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+4 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
mace +2 STR 1d6 bludgeoning
claws +2 STR 1d6 slashing
light crossbow +5 DEX 1d8+3 piercing
 Loading, Range, Two-Handed 80/320
Attacks

Spell Book

Trickery Domain Spells
Cleric Level Spells
1st Charm Person, Disguise Self
3rd Mirror Image, Pass without Trace
5th Blink, Dispel Magic
7th Dimension Door, Polymorph
9th Dominate Person, Modify Memory
Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you select this race.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talent. You have proficiency in the Perception and Stealth skills.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Features & Traits
a mace
leather armor (ac:11+dex)
Pistol

submachine gun
Battle/precision rifle
a priest's pack
A shield and a holy symbol

3 rations

180 delasi(money)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

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.

Duffle bag of mysterious bdsm gear

Languages & Proficiencies
I find bond between gods and mortals to be a beautiful thing

Personality Traits
I'm only "human" We all make mistakes, nobody is perfect. (Neutral)

Ideals
I have been abandoned and forgotten by my parent. I have yet to decide whether to take that as a curse or a blessing.

Bonds
"48 years for a rich bastard aye?" phrase for weapon merchant to remember us

Flaws
adrenal pump (adv on dex/save check/1 extra action)-once a day

Dermal Plating +2 AC

Adv on any sexual rolls towards me (mental implant)

Notes


™ & © 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

PHB, page 272

Resistance

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: A miniature cloak
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
At higher levels: The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th level (20 feet) and again at 17th level (30 feet).
Available for: Artificer, Cleric, Druid

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
At higher levels: The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th level (total of 20) and again at 17th level (total of 30).
Available for: Artificer, Cleric, Druid

PHB, page 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
At higher levels: You can create and maintain one additional effect and the spell's range increases by 5 feet once you reach 5th level (up to 4 effects, 35 feet range), and again at 11th level (up to 5 effects, 40 feet range) and 17th level (up to 6 effects, 45 feet range).
Available for: Cleric

Level 1 Spells

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Wisdom saving throw

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 or casts a spell that affects an enemy creature, this spell ends.

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

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