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Bob Buyers

2 Level (0/900 XP for level-up) Haunted One Background High Elf Race / Species / Heritage Chaotic good Alignment
Cleric
Level 2
Hit Dice: 2/2
1d8+4 Class 1

STR
16
+3
DEX
15
+2
CON
18
+4
INT
14
+2
WIS
19
+4
CHA
9
-1
23
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
/
Divinity
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+2 Dexterity
+4 Constitution
+2 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
-1 Deception CHA
+2 History INT
+6 Insight WIS
-1 Intimidation CHA
+4 Investigation INT
skills
+4 Medicine WIS
+2 Nature INT
+6 Perception WIS
-1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +5 STR 1d6+3 Bludgeoning
Crossbow +4 DEX 1d8+2 Piercing
 reload 2 handed range 80 / 320
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Heart of Darkness (wenn man in die Augen schaut sieht man, dass viel böses passiert ist) Commomers helfen mir wenn ich nicht schlecht zu den bin. (vill auch etwas ängstlich mir gegenüber)
Spellcasting (WIS mod(4)+lvl spells) change spells after long rest 1 min each lvlof spell Spell DC = 8 + Proficiency Bonus(2) + WIS mod (4) Spell Attack = Proficiency Bonus(2) + Wis mod(4)
Life Domain +
Turn undead, Undead müssen wis throw machen und haben angst und gehen weg von mir wenn gescheitert
Harness Divine Power: Use to get a spell slot (max lvl 2) (BA)

Features & Traits
A monster hunter’s pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches)
common clothing
A black wooden die with 1’s on all the faces
Scale Mail, a Mace, Crossbow, Shield(ac+2) and a holy symbol
priest's pack(Backpack(1ft³or 30punds)Blanked, 10 candles, tinderbox(container with flint, steal and tinder),alms box,2 blocks of incense, censer, vestments, 2 days ration, waterskinn(bissel mehr als 2l))
Ketenhemd MIttelscherer rüstung.
karte

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 63, Platinum: 0 Money
proficiency with the longsword, shortsword, shortbow, and longbow.Light armor, medium armor, shields, Simple weapons, heavy armor
read and write Common, Elvish, Dwarvish, Celestial and Abyssal

Languages & Proficiencies
I witnessed the death of my best friend Bob without being able to help him, without knowing what happened to him. I learned about all the suffering and the abuse he endured and made it my mission to help the people I come across. To solidify my resolve I took on his name as my Adult name. The child named Mike was gone and the man Bob was his replacement. I promised to myself that I will not be the victim of someone and will not tolerate any blatant abuse I witness.

Personality Traits
The past still lingers in me, but I will not be stopped from doing what I think is right just because of it. I will not condone bad behavior, not even from people I call friends or Family. The day I break this promise and act harmful to other good people or tolerate wrongdoing, is the day I die.

Ideals
The most meaningful bond I had was with Bob. we did so much stuff together it was always fun. After his death I like to believe we still hold a bond. He is the reason for me to become a cleric and try to help everyone. The other bond I have is with my family. They helped me and supported me when I needed them. I did not see them for quite some years because of my journey.

Bonds
I still can’t fully trust people even after some time working with them. I assume others will act the same way to people like the people who harmed Bob. I don't even know their names. But I know they were punished and cast out. I sometimes think I need to search for them and do what they did to Bob, but I am certain he would not wish for more harm in this world. I still can't control the emotions and the hate I feel, when I think about it.

Flaws
Dark vision, Fey Ancestry(charmed and sleep bonus)
Trance stat sleep (4 stunden anstat 8)
spell slots Wis mod (4) + lvl = 6
Preserve Life: Heal lvl * 5 hp max hälfte
healing = spell roll +2 * spell lvl
kann alle spells als Ritual machen: Cast time 10 min kein spell slot used

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 0 Spells

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 action
Range 60ft
Duration Instant
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Class(es): Cleric

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

D&D 5e PHB Page 255

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials a firefly or phophorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

Level 1 Spells

Player's Handbook, pg. 223

Command

1-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration 1 Round
Components V

Damage Type: None   Attack/Save Throw: WIS Save   Description: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.   Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.   Drop. The target drops whatever it is holding and then ends its turn.   Flee. The target spends its turn moving away from you by the fastest available means.   Grovel. The target falls prone and then ends its turn.   Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Paladin

PHB, page 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st

Class(es): Bard, Cleric, Druid

1d4+SpellcastingAbilityModifier Healing

PHB

Inflict Wounds

1-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Cleric, Paladin (Oathbreaker), Sorcerer (Divine Soul)

PHB

Guiding Bolt

1-level Evocation

Casting Time 1 Action
Range 120 feet
Duration 1 round
Components V S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. on a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks tot he mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 1nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Cleric

Ranged Spell Attack 1d20 + Spell Attack Ability Modifier
4d6 Radiant Damage

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