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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

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
-
-
-
-
-
-
-
-
-
-

Drider:
description

Physical Appearance

  • Ability Score:
    Wisdom +2, Charisma +1
  • Lifespan:
  • Alignment:
  • Size:
    Your size was medium, but after becoming a Drider you are now Large
  • Speed:
    30ft, 30ft Climb
  • Languages:
    Common, Elven
  • Extended Dark Vision
    The range of your Darkvision increases to 120 feet.
  • Innate Spell-casting (Wisdom)
    • Lv 1: Dancing Lights cantrip.
    • Lv 3: Farie Fire
    • Lv 5: Pass Without Trace
  • Fey Ancestry
    You have Advantage on saving throws you make to avoid or end the Charmed condition.
  • Keen Senses
    You have proficiency in the Insight, Perception, or Survival skill.
  • Trance
    You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
  • 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:

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

Origin Feat: Drow Apothecary


Source: Player's Handbook 2024, Hombrew

You gain the following benefits.

  • Ability Score Increase: Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Potent Poison: Poison or Acid damage you deal to a creature ignores resistance and deals extra damage equal to your Proficiency Bonus
    • The DC for Poisons you craft increased by a amount equal to your proficiency bonus.
  • Master Brewer: Poisons you brew cost half as much in materials and take a Quarter of the time to brew.

Skill Proficiencies

  • Skill

Languages And/Or Tools

  • Language
  • Poisoner's Kit

Equipment (If Any)



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


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.

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.


Feat: FEAT [?]


Text [?]


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.


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).

Feat: FEAT [?]


Text [?]


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.


Text [?]


Feat: FEAT [?]


Text [?]


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.

Text [?]


Feat: FEAT [?]


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.


Text [?]


Epic Boon [?]
You gain an Epic Boon feat or another feat of your choice for which you qualify.


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.


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.

Cantrips. You know three cantrips of your choice from the Cleric spell list.

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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