+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+2 | Constitution | |
+2 | Intelligence | |
+8 | Wisdom | |
+7 | Charisma |
+2 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+0 | Athletics | STR | |
+3 | Deception | CHA | |
+2 | History | INT | |
+8 | Insight | WIS | |
+3 | Intimidation | CHA | |
+2 | Investigation | INT |
+8 | Medicine | WIS | |
+2 | Nature | INT | |
+8 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+2 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
mace | +4 | STR | 1d6 | bludgeoning | |
silver | |||||
sling | +4 | STR | 1d4 | bludgeoning | |
range 30/120 | |||||
cat claws | +4 | STR | |||
* Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. |
FEATS:
MAGIC INITIATE: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
TOUGH:
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
RACE:
tabaxi:
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
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.
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.
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.
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.
Replaces the Divine Strike or Potent Spellcasting feature
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
SUBCLASS:
death cleric:
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast 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.
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
EQUIPMENT: (silver) Mace, Scale mail, sling, Priest's Pack, A shield and a holy symbol(2), Calligrapher's Supplies, Book (prayers), Parchment (10 sheets), vika's poke tether prototype.
BASIC ITEMS: bundles of fabric, sewing kit, petri's goggles, self made white and golden dress, white and gold cultist robes, white Baphomet theater face mask, (gold) star necklace, orb arcane focus.
MAGIC ITEMS:
ring of embiggening:
As an action while wearing the ring, you can twist it once around your finger. For the next minute, your size doubles in all dimensions and your weight is multiplied by eight. You grow by one size category—from Medium to Large, for example. If there isn't enough room to double your size, you attain the maximum possible size in the space available. For the duration, you also have advantage on Strength checks and Strength saving throws. Your items and equipment do not grow with you, unless they are magical clothing or armor. Once this property of the ring has been used, it can’t be used again until the next dawn. Rare variant: While enlarged by the ring, your weapon attacks deal an extra 1d6 damage on a hit. Very rare variant: While enlarged by the ring, your weapon attacks deal an extra 1d10 damage on a hit. The ring can be used to enlarge its wearer twice, regaining all expended uses daily at dawn.
Nekomata Shamisen:
Nekomata’s Call. As an action while holding this instrument, you can play a haunting tune to raise the spirits of the dead and bend them to your will. You summon three specters, which appear in unoccupied spaces of your choice within 30 feet of you. Each specter disappears after 1 minute, when it drops to 0 hit points, or if you don’t use a bonus action on your subsequent turns to continue playing the shamisen. The specters are allies to you and your companions. In combat, they share your initiative count, but take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they take the Dodge action. Once this property of the instrument has been used, it can’t be used again until the next dawn. Optional Attunement. If you choose to attune to this item, you can use the Spiritual Bond property while you remain attuned to it. OA: Spiritual Bond. When a creature’s hit point maximum is reduced by the Life Drain action of one of the specters summoned by the Nekomata’s Call property, you can use your reaction to regain hit points equal to the hit point maximum reduction.
spirit whistle:
Spectral Steed. As an action while wearing this ring, you can cast the find steed spell, summoning a spirit that takes the form of a spectral steed. When you cast the spell in this way, you can choose to immediately mount the steed if it appears in a space within your reach. Once this property of the ring has been used, it can’t be used again until the next dawn. Optional Attunement. You can choose to attune to this item, deepening your bond with the spectral steed. If you do, you can use the Spectral Steed property more than once each day, spending a number of Hit Dice equal to 1 + the amount of times you’ve already summoned the steed since the last dawn. In addition, whenever you summon the steed using the Spectral Steed property, it gains a bonus to AC equal to your proficiency bonus, and it gains temporary hit points equal to 3 x your character level.
Rise & Shine:
Early to Rise. When worn, the hem of this light - weight cloak hovers gently above the ground. While wearing the cloak, when a creature within 60 feet of you knocks you prone, you can use your reaction to resist it. The cloak immediately lifts you back to your feet and flashes with brilliant light. If the creature can see the cloak, it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the start of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to being blinded by this property for the next 24 hours . Optional Attunement. If you choose to attune to this item, you can use the Dawn Star property while you remain attuned to it. OA: Dawn Star. While wearing this cloak, you can cast the light cantrip at will. You can also cast the levitate spell, targeting yourself only. While you are under the benefits of levitate from this item, the cloak sheds bright light in a radius equal to twice the distance between you and the ground and dim light for an additional equal distance, to a maximum range of 60 feet each. For example, while you levitate 10 feet above the ground, the cloak sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Once levitate has been cast using this property, it can’t be cast from the cloak again until the next dawn.
chains of forsaken:
cold 1d4 dmg
spectral bind: bonus action, range 10 ft, dc 13 saving throw or be restrained, 1d6 cold end of turn till broken free, use once every long or short rest
armor: Light armor, medium armor, shields
weapons: all simple weapons
tools:
Languages: Common, draconic
believes in baphomet and bahamut.
bahamut for the justice for what their old cult has done and baphomet for the balance they bring with it.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.