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Maluyami's Mechanics & Stats D&D 5th


Feats

Background: -
LV4: -
Lv6: (Fighter)
LV8: -
LV10: (Rouge)
LV12: -
LV16: -
Lv19: (Epic Boon)

Invocations/ Infusions

Feat: -
LV0 : -
LV0 : -
LV0 : -
LV0 : -
LV0 : -

Vision

Common Sight:1) Yes
Passive Perception: 00
Dark Vision: 0ft
True Sight: 0ft
Tremor Sense: 0ft
Blind Sight: 0ft

Attunment

Slot 1:
Slot 2:
Slot 3:

Movement

Walking 00ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 0 0 0
Occupation Occupation
Income Lifestyle
+0 GpD -0GpD
Other Expenses/Income

GpD = Gold per Day

Location Item Stats
Head -
Amulet -
Cloak -
Clothes -
Armour -
Arms/Hands -
Ring/s -
Belt -
Boots -
Weapon -
Shield/Ammo/Offhand -
Sub-Weapon -
Quick Access -
Quick Access -
Quick Access -

Carrying Capacity
Strength x 15 = Carrying Capacity
Strength x 30 = Lift,Push,Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
000ibs 000Ibs 000Ibs

Consumables & Useful Items

Item Name Details
-
-
-
-
-
-
-
-
-
-

Special Items

Name Detail
-
-
-
-
-
-
-
-
-
-

Misc / Junk Items

Item Detail
-
-
-
-
-
-
-
-
-
-

Species Name:
description

Physical Appearance

  • Ability Score:
  • Lifespan:
  • Alignment:
  • Size:
  • Speed:
  • Languages:
  • Species trait 1
  • Species trait 2
  • Species Trait 3
  • Species Trait 4
  • Species Trait 5

Text

Text

Stats
Options: Standard Array
Source Strength Dexterity Constitution Intelligence Wisdom Charisma
Base Points:(Base 00) - - - - - -
Racial Bonus: - - - - - -
Background Bonus: - - - - - -
Other Bonus: - - - - - -
Total Points: 00(+0) 00(+0) 00(+0) 00(+0) 00(+0) 00(+0)
Acrobatics
(Dex)
+0 Medicine
(Wis)
+0
Animal Handling
(Wis)
+0 Nature
(Int)
+0
Arcana
(Int)
+0 Perception
(Wis)
+0
Athletics
(Str)
+0 Performance
(Cha)
+0
Deception
(Cha)
+0 Persuasion
(Cha)
+0
History
(Int)
+0 Religion
(Int)
+0
Insight
(Wis)
+0 Sleight of Hand
(Dex)
+0
Intimidation
(Cha)
+0 Stealth
(Dex)
+0
Investigation
(Int)
+0 Survival
(Wis)
+0

Bold Stat = Proficiency in Skill

Lore introduction.

  • Hit dice:
    • 1 D8 per Cleric Level
  • Saving Throw Proficiencies:
    • Wisdom
    • Charisma
  • Skill Proficiencies:
    • (Choose 2) History, Insight, Medicine, Persuasion, or Religion
    • TEXT
    • TEXT
  • Equipment Proficiencies:
    • Simple Weapons
    • Light & Medium Armour
    • Shields

Starting equipment: 110 Gold

Background: Feature & Details

Short Description of Background

Origin Feat: FEAT


Ability Score Bonus (D&D 2024 Background)

  • +1 STAT

Skill Proficiencies

  • Skill

Languages And Tool Proficiency

  • Language
  • Tool


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Text


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Anathematic Rites
At 3rd level, your knowledge of forbidden rituals allows you to access magic normally unreachable to other clerics.
You can cast cleric spells that have the ritual tag as rituals, even if you don’t have them prepared, so long as their level doesn’t exceed the maximum spell level you can cast as a cleric.
However, when you cast an unprepared spell in this way, you take 1d6 psychic damage per level of the spell. This damage can’t be reduced in any way.

Divine Rancor
As one of the scorned, you wield your deity’s rancor as a tool to hinder your foes.
Starting at 3rd level, you always have the Bane spell prepared, and it doesn’t count against the number of spells you can prepare. When you cast bane, you can change the casting time to 1 bonus action, instead of 1 action. You can cast the spell as a bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Divine Derogation
At 3rd level, you learn to use your Channel Divinity to diminish the capabilities of creatures of faith.
As an Action, you create a 30-foot aura of discordant divinity around you that lasts for 1 minute or until you fall unconscious.
When a creature in the aura magically regains hit points, or takes radiant or necrotic damage, you can roll a d6. On a 4 or higher, the amount of hit points regained or damage taken is reduced to 0.


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Scornful Condemnation
When you reach 17th level, you no longer need to Concentrate on the Bane Spell.
When you cast it, it lasts for its full duration, until you cast the spell again, or until you fall unconscious.
Additionally, your ability to channel divine hatred is so masterful that it harms those burdened with it. The first time a creature rolls the die for a bane spell cast by you on its turn, it also takes Psychic Damage equal to the number rolled on the die.


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Conduit of Ruin
When you reach 6th level, you learn to focus the ire of your god to further hamper a creature suffering from it.
Before a creature rolls the d4 from a Bane Spell cast by you, you can use a Reaction to upgrade the D4 to a D6. As you gain levels in this class, the malediction imposed by this feature grows even stronger.
You can upgrade the die to a D8 at 11th level, and to a D10 at 17th level.


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Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric Cantrip.


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You have learned to cast spells through prayer and meditation. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Cleric spells, which appear on the Cleric spell list later in the class’s description.

Type of Spell List you can access
The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric Features table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Cleric, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

  • Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list.
  • When you reach Cleric levels 4 and 10, you learn another cantrip of your choice from the Cleric spell list.
  • If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.

Spell Slot Recovery

Spell Slots
1st 0/0 2nd 0/0 3rd 0/0
4th 0/0 5th 0/0 6th 0/0
7th 0/0 8th 0/0 9th 0/0
Total Cantrips 0
Total Spells 0

Spell Preparation
You prepare the list of level 1+ spells that are available for you to cast with this feature.
To start, choose four (4) level 1 spells from the Cleric spell list. Bless.

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.

Spellcasting Scores, DC, Bonus
Wisdom is your spellcasting ability for your Cleric spells.

Ritual Casting

Spellcasting Focus
You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.

Cantrip Level 1 Level 2 Level 3 Level 4
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell


1)
Standard eye sight
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