+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
-1 | Intelligence | |
+3 | Wisdom | |
+3 | Charisma |
+0 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+0 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
+5 | Insight | WIS | |
+3 | Intimidation | CHA | |
-1 | Investigation | INT |
+5 | Medicine | WIS | |
-1 | Nature | INT | |
+5 | Perception | WIS | |
+5 | Performance | CHA | |
+5 | Persuasion | CHA | |
+1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Bludgeoning |
Cost: 5 gp Weight: 4 lb
World of Novus
Armor (light) Common
Leather fatigues with extra leather padding, providing protection to more areas of the body, at the cost of increased weight.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + DEX |
Weight: 13
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known |
---|---|---|---|
1 | +2 | Spellcasting, Divine Domain, Domain Spells, Domain Feature : Bonus Proficiency, Domain Feature : Reaper | 3 |
2 | +2 | Channel Divinity (x1) , Domain Feature : Touch of Death | 3 |
3 | +2 | 3 | |
4 | +2 | Ability Score Improvement | 3 |
5 | +3 | Destroy Undead (CR 1/2) | 4 |
6 | +3 | Channel Divinity (x2), Domain Feature : Inescapable Destruction | 4 |
7 | +3 | 4 | |
8 | +3 | Ability Score Improvement, Destroy Undead (CR 1), Domain Feature : Divine Strike | 4 |
9 | +4 | 4 | |
10 | +4 | Divine Intervention | 5 |
11 | +4 | Destroy Undead (CR 2) | 5 |
12 | +4 | Ability Score Improvement | 5 |
13 | +5 | 5 | |
14 | +5 | Destroy Undead (CR 3) | 5 |
15 | +5 | 5 | |
16 | +5 | Ability Score Improvement | 5 |
17 | +6 | Destroy Undead (CR 4), Domain Feature : Improved Reaper | 5 |
18 | +6 | Channel Divinity (x3) | 5 |
19 | +6 | Ability Score Improvement | 5 |
20 | +6 | Divine Intervention Improvement | 5 |
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 |
You start with the following equipment, in addition to the equipment granted by your background:
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - | - | - |
2 | 3 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - | - | - | - |
4 | 4 | 3 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. You can read and write Kelldorian (Common) and Auran (Elemental Air),but you can speak only by using your mimicry trait.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
0-level (Cantrip) Abjuration
You touch one creature, imbuing it with vitality. If the target has at least 1 hp, it gains a number of temp hp equal to 1d4+ your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
PHB
0-level (Cantrip) Evocation
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 ).
PHB
0-level (Cantrip) Necromancy
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 ).
PHB
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
PHB
1-level Necromancy
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
PHB
2-level Necromancy
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
PHB
2-level Necromancy
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.
Statblocks for your Trinkets, businesses, building, castles, empires.