This is an old revision of the document!
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 |
Maluyami's Inventory
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
Equipment
| 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 | - |
Consumables
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 |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
Maluyami The Yuan-Ti, Lamia
Species Name:
description
Physical Appearance
- Ability Score: Your Constitution score increases by 2, and Wisdom score of your choice increases by 1
- Lifespan: Like Many Yuan-Ti The exact life-span of a Lamia is unknown. They stop showing physically signs of ageing between 20-60 years and from then on simply grow larger. The Longer a Lamia has lived the larger their body becomes.
- Alignment: Lamia like most Yuan-Ti tend towards an evil alignment and chaotic in nature looking for freedom over order.
- Size: Your Size is Large.
Lamia's Size is based on their age. Lamia at a century or younger tend to be of Medium size while those a few centuries old are Large, Getting close to 600-700 years Lamia would be approaching Huge sizes, Older than that could be even bigger.
Though Lamia may come in a size class bigger or smaller despite their age. Talk with your DM about what size your Lamia can be.
- Equipment: You can’t wear armor made for creatures smaller than you by normal means and wielding weapons not suited for your size can pose disadvantage on all attacks or be un-usable completely (DM to Decide per situation)
- Hit Dice: Your Hit Die increases by one step.
- Brobdingnagian: You can move through and stay in the space of any creature that is two or more size categories smaller than you.
The area of effect for your features, traits, the properties of magic items you wield, and spells you cast that have a range of self is reduced by 5 feet in all dimensions (to a minimum of 5 feet). - Availing Arms: You can wield a two-handed melee weapon in one hand, and when you wield a weapon with the versatile property in one hand, you use the larger die for damage rolls. While wielding either of these weapons, you can’t wield another one at the same time.
- Strength in Size: You have advantage on Contested Strength Rolls against a creature 1 size category smaller than you, and you automatically succeed on these rolls against creature 2 or more size categories smaller than you.
- Speed: you have a walking speed of 25 feet and a swim speed equal to your walking speed.
- Languages: You can speak, read, and write Common and one other language of your choice.
- DarkVision:
- Feeding: As an action, you can feed on the life force or simply devour whole a creature grappled, restrained, incapacitated, or willing within your reach.
The creature must be of medium size, You can’t feed on constructs or undead.
Make a Strength (Athletics) check contested by the creature’s Constitution saving throw. If the creature is incapacitated or willing, you automatically win the contest.
If you win the contest, the creature gains 1 level of exhaustion, and you become satisfied for 1 hour.
You also gain Temporary Hit points equal to twice the Challenge rating of the creature (Minimum of 2).
(Being satisfied grants you no immediate benefit, but some lamia feats require you to be satisfied in order to use them.) Once you feed on a creature, you can’t use Feed on that creature again for 1 day- Devouring the creature whole they be come incapacitated and take 1d6 acid damage each round as they are digested. a creature reduced to 0HP this way dies instantly. You remain satisfied for 1 week rather than 1 hour if you feed this way.
- Hunger: You can’t focus on tasks as easily when you’re hungry. When you’re around a living sapient Non- Yuan-Ti creature and you haven’t been satisfied in the last 24 hours, your hunger peaks and you have disadvantage on Charisma Checks
(Persuasion)due to the way your subconscious looks at the creatures as food, and disadvantage on other ability checks requiring patience or a lengthy activity, as your hunger distracts you.
- Natural Weapon: Fangs Your mouth contains either rows of serrated teeth or a pair of vicious serpent fangs. Whenever you make an unarmed strike using your fangs, you can use Dexterity instead of Strength for the attack and damage rolls.
Your fangs deal 1d4 + your Strength or Dexterity modifier piercing damage and 1d6 Poison Damage, instead of the normal damage of an unarmed strike.- This damage increased to 2d4 & 2d6 at level 5, 3d4 & 3d6 at level 11.
- Blasphemous Denial: Choose one school of magic. You gain a +1 bonus to saving throws against spells or magical effects of that magic school,
and you also have advantage if the source of the spell or magical effect is affiliated with The Pantheon of New Gods (Example: a cleric or paladin that serves of God of the Pantheon, or a celestial that is affiliated with the New Gods)
Species Feats
Text
Text
| Stats | ||||||
|---|---|---|---|---|---|---|
| Options: | Roll 4 D6 Minus Lowest. 10, 14, 16, 13, 12, 14 | |||||
| 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
Maluyami's Class
Cleric Introduction
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: 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.
Ability Score Bonus (D&D 2024 Background)
- +1 STAT
Skill Proficiencies
- Skill
Languages And Tool Proficiency
- Language
- Tool
Cleric, Anathema Levels
1st Level Anathema Cleric
Divine Order: Thaumaturge
You know one extra cantrip from the Cleric spell list.
In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
3rd Level Anathema Cleric
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.
5th Level Anathema Cleric
Sear Undead
Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.
7th Level Anathema Cleric
Blessed Strikes
Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).
So if a Sub-Class Grants one of the options you just loose out on your 8th level Sub-class feature? Sounds pretty bad, why not just get the other option?
- Divine Strike: Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
17th Level Anathema Cleric
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.
2nd Level Anathema Cleric
Channel Divinity
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
- Divine Spark:
- As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
- Turn Undead:
- As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
6th Level Anathema Cleric
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.
8th Level Anathema Cleric
Feat: TEXT
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric Cantrip.
10th Level Anathema Cleric
Divine Intervention
You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.
14th Level Anathema Cleric
Improved Blessed Strikes
One of the options you can chose for Blessed Strikes grows more powerful.
- Potent Spellcasting: When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.
20th Level Anathema Cleric
Greater Divine Intervention
You can call on even more powerful divine intervention.
When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.
Spellcasting Rules & Details
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.
| Anathema Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | Inflict-Wounds Protection-From-Evil&Good |
| 3rd | Hold-Person Ray-of-Enfeeblement |
| 5th | Bestow-Curse CounterSpell |
| 7th | Banishment Phantasmal-Killer |
| 9th | Dispel-Evil&Good Hold-Monster |
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.
Spell List
| Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
Bold = Prepared Spell
