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scoria v2

10 Level (0/85000 XP for level-up) acolyte Background tabaxi Race / Species / Heritage neutral evil Alignment
cleric
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
11
+0
DEX
14
+2
CON
15
+2
INT
14
+2
WIS
18
+4
CHA
17
+3
73
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
18
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
+8 Wisdom
+7 Charisma
saving throws
+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
skills
+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
Skills
  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.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
spare the dying 1 action touch inst vs
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
eldritch blast 1 action 120 ft inst vs
 Notes:A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
toll of the dead 1 action 60 ft instant vs
 Notes: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).
sacred flame 1 action 60 ft inst vs
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
sapping sting 1 action 30 ft inst vs
 Notes:You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
false life 1 action self 1 hour vsm
 Notes: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.
protection against good and evil 1 action touch c 10 min vsm
 Notes:Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
command 1 action 60 ft 1 round v
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
cure wounds 1 action touch inst vs
 Notes:A creature you touch regains a number of hit points equal to 2d8 + 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.
shield of faith 1 bonus action 60 ft C 10 mins vsm
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
silence 1 action 120ft c 10 minutes v,s
 Notes:For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
protection from poison 1 action touch 1 hour vs
 Notes:You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
lesser restoration 1 action touch inst vs
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
dawn 1 action 60 ft c 1 min vsm
 Notes:The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
revivify 1 action touch inst vsm diamond
 Notes:You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
dispel magic 1 action 120 ft inst vs
 Notes:Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
aura of vitality 1 action self (30 ft radius) c up to 1 min v
 Notes:Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
sending 1 action inf 1 round vsm
 Notes:You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
remove curse 1 action touch inst vs
 Notes:At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Level 4 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
banishment 1 action 60 ft c 1 minute V, S, M
 Notes:You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
death ward 1 action touch 8 hours vs
 Notes:You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
aura of purity 1 action self (radius 30) c 10 mins v
 Notes:Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Level 5 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hallow 24 hours 60 feet radius until dispelled vs
 Notes:You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest. Dead bodies interred in the area can’t be turned into undead. Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. Fear. Affected creatures are frightened while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.
mass cure wounds 1 action 60 ft vs
 Notes:A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

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.



  • Age. Tabaxi have lifespans equivalent to humans.
  • Alignment. Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.
  • Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You have a cat's keen senses, especially in the dark. 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 can't discern color in darkness, only shades of gray.
  • Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
  • Cat's Claws. 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.
  • Cat's Talent. You have proficiency in the Perception and Stealth skills.

    CLASS:

    cleric:
    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.


Channel Divinity


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

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.


Harness Divine Power (Optional)


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.


Ability Score Improvement


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.


Cantrip Versatility (Optional)


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.


Destroy Undead


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.


Blessed Strikes (Optional)


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.


Divine Intervention


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.


Reaper


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.


Channel Divinity: Touch of Death


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.


Inescapable Destruction


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.


Divine Strike


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.


Improved Reaper


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.





Features & Traits

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




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2875, Platinum: 0 Money

armor: Light armor, medium armor, shields
weapons: all simple weapons
tools:
Languages: Common, draconic





Languages & Proficiencies

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.





Personality Traits
deathwards:
lorelai
scoria
callie
krish
curie
sunstone

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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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Created by

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Character Sheet (2020)

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