Skip navigation

Remove ads by subscribing to Kanka or pojačavajući the campaign.

Level 6 Nature Cleric/Level 3 Illusion Wizard
PC

Abilities Scores & Statistics

Ability Scores

Strength ScoreDexterity ScoreConstitution ScoreIntelligence ScoreWisdom ScoreCharisma Score
141216131818
+2+1+3+1+4+4
Strength Saving Throw
Dexterity Saving Throw
Constitution Saving Throw
Intelligence Saving Throw
Wisdom Saving Throw
Charisma Saving Throw
     ProficientProficient 
+2
+1
+3
+1
+7
+7

 

ACInitiative
Walking Speed
Climbing SpeedTemporary HP(Max HP)Hit Dice and SizeMax Hit DiceProficiency Bonus
16+130 ft.20 ft.054(54)8d88d8+3

 

Skills & Proficiencies

Skills

Proficient?

Other Bonuses?Total Modifier
SkillStatistic Used
  +1AcrobaticsDexterity
  +4Animal HandlingWisdom
  +1ArcanaIntelligence
  +2AthleticsStrength
 Yes +7DeceptionCharisma
 Yes +7InsightWisdom
  +4IntimidationCharisma
  +1InvestigationIntelligence
  +1HistoryIntelligence
  +4MedicineIntelligence
  +1NatureIntelligence
  +1ReligionIntelligence
 Yes +7PerceptionWisdom
  +4PerformanceCharisma
 Yes +7PersuasionCharisma
  +1Sleight of HandDexterity
 Yes +4StealthDexterity
 Yes +7SurvivalWisdom
  +4Vehicles, LandWisdom/Dexterity
  +4Vehicles, SeaWisdom/Intelligence

 

Other Proficiencies

NameName
 Light ArmorMedium Armor 
Heavy ArmorShields
Simple WeaponsCards

 

Languages

LanguageLanguage
 CommonSylvan 

Features & Attacks

Features & Abilities

Ability NameAbility Description
Darkvision 60 ft. 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 AgilityYour 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 ClawsBecause 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.
Harness Divine PowerAt 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.
Dampen ElementsStarting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mark of the Divine

Once per long rest you may cast Detect Thoughts as an action. Once you've cast Detect Thoughts this way you can't use it again until you finish a long rest.

Shadow Touched
  • You learn the Nepoznato spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Fey Touched
  • You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

Attacks and Spells

Attack/Spell NameAttack Roll - Damage Roll - Damage Type - Range
 Mace1d20+5 - 1d8+2 - Bludgeoning - 5ft 
Claws1d20+2 - 1d4+2 - Slashing - 5ft

Channel Divinity

Channel Divinity

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.

Destroy UndeadStarting 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.
Channel Divinity:
Charm Animals and Plants
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.


Spell List

Unos

Short notes on you character. could be family, relationships, hometown, jobs etc.


Spomenuti entitet

Ovaj se entitet spominje u 10 entiteta, bilješki ili kampanja. Vidi detalje.

Select your language

Boosted feature

Click on the entity's image to set it's focus point instead of using the automated guess.

Boost Ylvestra