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Vaylith's Mechanics & Stats D&D 5th
Feats
| Origin: | - |
|---|---|
| LV4: | - |
| LV8: | - |
| LV12: | - |
| LV16: | - |
| Lv19: | (Epic Boon) |
Other Boons
| Title: | - |
|---|---|
| Title: | - |
| Manevour: | - |
| Manevour: | - |
| LV0 : | - |
| LV0 : | - |
Vision
| Common Sight:1) | Yes |
|---|---|
| Passive Perception: | 00 |
| Dark Vision: | 0ft |
| True Sight: | 0ft |
| Tremor Sense: | 0ft |
| Blind Sight: | 0ft |
Vaylith'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 |
|---|---|
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - | |
| - |
Vaylith the Drider
Drider:
description
Physical Appearance
- Ability Score:
- Lifespan:
- Alignment:
- Size:
Your size was medium, but after becoming a Drider you are now Large
- Speed:
30ft, 30ft Climb
- Languages:
- Extended Dark Vision
- Innate Spell-casting
- Elven Ancestry
- Keen Senses
- Trance
- Drider Heritage
- Spider Climb: Vaylith can walk/climb difficult surfaces including upside down on ceilings without need to make an ability check or use extra movement.
- Size: your size is Large
- Web Walker: Vaylith ignores movement restrictions caused by webbing.
- Innate Spellcasting:
Vaylith's Class
Cleric of the Light Domain Introduction
Lore introduction.
Hit dice: D8 Per Cleric Level
Saving Throw Proficiencies: Wisdom & Charisma
Skill Proficiencies: (Choose 2) History, Insight, Medicine, Persuasion, or Religion
Equipment Proficiencies: Simple Weapons, Light Armour & Medium Armour, Shields
Starting equipment: 110 Gold
Background: Feature & Details
Short Description of Background
Featured Feat: FEAT
Skill Proficiencies
- Skill
Languages And/Or Tools
- Language
- Tool
Equipment (If Any)
Cleric of Light Domain Levels
1st Level Light Domain Cleric
Divine Order [?]
You have dedicated yourself to one of the following sacred roles of your choice.
- 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).
Spellcasting
2nd Level Light Domain 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.
3rd Level Light Domain Cleric
Light Domain Spells [?]
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spell |
|---|---|
| Cleric Level 3 | Burning Hands, Faerie Fire, Scorching Ray, See Invisibility |
| Cleric Level 5 | Daylight, Fireball |
| Cleric Level 7 | Arcane Eye, Wall of Fire |
| Cleric Level 9 | Flame Strike, Scrying |
Radiance of the Dawn [?]
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
Warding Flare [?]
When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
6th Level Light Domain Cleric
Improved Warding Flare [?]
You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.
In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
7th Level Light Domain 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).
- 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).
10th Level Light Domain 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 Light Domain Cleric
Improved Blessed Strikes [?]
The option you chose for Blessed Strikes grows more powerful.
- Divine Strike: The extra damage of your Divine Strike increases to 2d8.
17th Level Light Domain Cleric
Corona of Light [?]
As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
19th Level Light Domain Cleric
Epic Boon [?]
You gain an Epic Boon feat or another feat of your choice for which you qualify.
20th Level Light Domain 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.
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.
Spells Known
Cantrips. You know three cantrips of your choice from the Cleric spell list.
Spell List
| Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
| - | - | - | - | - |
Bold = Prepared Spell
