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Ryland Bloodworth

10 Level (0/85000 XP for level-up) Background Kalashtar Race / Species / Heritage Alignment
Cleric (Grave)
Level 10
Hit Dice: 8/10
1d8+2 Class 1

STR
11
+0
DEX
17
+3
CON
14
+2
INT
13
+1
WIS
18
+4
CHA
13
+1
60
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+8 Wisdom
+5 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+1 Deception CHA
+1 History INT
+8 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+8 Medicine WIS
+1 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +4 STR 1d6 bludgeoning
Light crossbow +7 DEX 1d8+3 piercing
  ammunition (80/320 ft.), loading, two-handed
Attacks

Spell Book

ACTOR: Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.

  • Advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.



Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Quori,

Profieciences:
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: none

Languages & Proficiencies


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD

Leather Armor

Adventuring Gear Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Grave Domain


Hit Points

Hit Dice: d8 per Grave Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Grave Domain Spells

 
Cleric Level Spells
1stBane, False Life
3rdGentle Repose, Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead
 

Circle of Mortality

At 1st level, when you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  

Eyes of the Grave

At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   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.  

Channel Divinity: Path to the Grave

Starting at 2nd level, as an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.  

Sentinel at Death's Door

At 6th level, as a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.   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.  

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Keeper of Souls

Starting at 17th level, when an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Kalashtar

The kalashtar are a compound race: a merging of risen quori from the plane of Dal Quor, the Region of Dreams, and the human bodies and spirits of Adar to form a distinct species.
ability score increase: Wis +2; Cha +1
age: Kalashtar mature and age at the same rate as humans
alignment: The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
Size: Medium
speed: 30
Languages: You can speak, read, and write Common, Quori, and one other language of your choice.
race features:
Dual Mind. You have advantage on all Wisdom saving throws. Mental Discipline. You have resistance to psychic damage.   Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.   When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.   Severed from Dreams. Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Many kalashtar are reclusive and prefer to stay in the temple-keeps of Adar, but some are driven by purpose to venture out into Eberron. Some of those that leave wish to end the siege on Adar by the Riedrans and others leave in an attempt to escape the Dreaming Dark. Kalashtar are commonly reserved, tranquil and tend to spend significant time thinking something through before acting. They're kind and caring towards others though, in an intellectual manner rather than emotional. It is not known exactly why kalashtar take a keen interest in controlling their emotions, but it is commonly believed to be due to the turmoil they suffer from their conjoined souls. They express their friendship with a wry smile and through offhand comments rather than being cordial or making lewd jokes. The fragments of the quori soul subsumed within the kalashtar keenly remember their escape from Dal Quor, and long to return someday.   Kalashtar fleeing and hiding from the Dreaming Dark are cautious of others, though they remain invariably polite, kind, and even compassionate. Kalashtar are unable to merge their human half's sensitivity with the strange and wild visions and memories of their quori souls. Beneath their serene makeup, kalashtar are at conflict within themselves, struggling to fend off insanity. At times they begin to lose that struggle, displaying confusing and sometimes dangerous behavior. Dealing with the Dreaming Dark is the most important goal for kalashtar, as most see them as the ultimate evil in existence.   Being the combination of humans who willingly fused with quori souls, kalashtar look much like humans, having the same ranges of eye, hair, and skin colors. Kalashtar are commonly tall and slim, though kalashtar of all sizes exist. The only real difference in kalashtar is their monastic behavior. Kalashtar children show the largest difference between them and their human counterparts but still, only in behavior. Whilst human children will run, play, laugh, and show an emotional immaturity, kalashtar children will take part in meditative practices, martial training, and telepathic conversations like their adult seniors. Growing up for the kalashtar is simply a physical process rather than an emotional or mental one.   The kalashtar first appeared in Eberron 1,800 years ago, after fleeing their home realm Dal Quor in search of refuge. Whilst in Dal Quor, these quori were persecuted for religious and philosophical differences by the Dreaming Dark and were hunted by its agents until the kalashtar leader, Taratai, found a way to escape into Eberron. Taratai convinced Adaran monks to willingly fuse their spirits with the quori to form the first kalashtar. There were originally sixty-seven monks at the temple.   All kalashtar follow the Path of Light religion. They typically do not worship any deities. However, they believe in a universal force of good that they call Il-Yannah, or the Great Light.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Xanathar's Guide to Everything

Toll the Dead

0-level (Cantrip) Necromancy

Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instantanious
Attack/Save: Wisdom Save
Damage/Effect: 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
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: (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: A holy symbol
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.   Cantrip Upgrade. This spell’s damage increases by 1d6 when you reach level 5 (2d6), 11 (3d6), and 17 (4d6).
Available for: Divine

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.   Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).
Available for: Divine

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): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

Level 1 Spells

Wizards of the Coast, Unearthed Arcana, "One D&D: Players Handbook Playtest 8"

Healing Word

1-level Abjuration

Casting Time: Bonus Action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
Damage/Effect: Heal 2d4 + Spellcasting Modifier
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.
At higher levels: When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d4 for each slot level above 1.
Available for: Bard, Cleric, Druid

PHB

Inflict Wounds

1-level Necromancy

Casting Time: 1A
Range/Area: Touch
Components: V/S
Duration: Instantaneous
Attack/Save: Melee
Damage/Effect: Necrotic
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.
Available for: Cleric, Oathbreaker (Paladin)

Wizards of the Coast, Player's Handbook 5e

Shield of Faith

1-level Abjuration

Casting Time: 1 Bonus Action
Range/Area: 60 feet from self
Components: Verbal, Somatic, Material
Materials: A small parchment with a bit of holy text written on it
Duration: 10 minutes; requires concentration
Damage/Effect: +2 Armor Class
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin, War Domain

Basic Rules , pg. 216

Bane

1-level Enchantment

Casting Time 1 Action
Range 30 ft
Duration 1 Minute
Components V, S, M
Materials A drop of blood.

Damage Type: Debuff   Saving Throws: Charisma   Description: Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Cleric

PHB

False Life

1-level Necromancy

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Class(es): Sorcerer, Wizard

Level 2 Spells

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 36 mètres
Components: Verbal, Somatique
Duration: Concentration, jusqu'Ă  10 minutes
Pendant toute la durée du sort, aucun son ne peut se créer au sein d'une sphère de 6 mètres de rayon centrée sur un point de votre choix situé à portée, ni la traverser. Une créature ou un objet entièrement contenu dans la sphère sont immunisés contre les dégâts de tonnerre, et les créatures entièrement contenues dans la sphère sont sourdes. Il est impossible de lancer un sort à composante verbale dans la sphère.

PHB

Spiritual Weapon

2-level Evocation

Casting Time: 1BA
Range/Area: 60ft
Components: V/S
Duration: 1 minute
Attack/Save: Melee
Damage/Effect: Force
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.   As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.   The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Available for: Cleric, Oath of Conquest (Paladin)

PHB

Zone of Truth

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 10 Minutes
Components V, S

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)

Player's Handbook

Find Traps

2-level Divination

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

You sense the presence of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, or bait that leads to an ambush, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.   This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Class(es): Artificer, Cleric, Druid, Ranger

Basic Rules, pg. 245

Gentle Repose

2-level Necromancy (ritual)

Casting Time 1 Action
Range Touch
Duration 10 Days
Components V, S, M
Materials A pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration.

Damage Type: Warding   Attack/Save Throw: None   Description: You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Class(es): Cleric, Wizard

Player's Handbook

Ray of Enfeeblement

2-level Necromancy

Casting Time 1 action
Range 60 feet
Duration Concentration, up to 1 minute
Components V, S

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Class(es): Warlock, wizard

Level 3 Spells

PHB

Spirit Guardians

3-level Conjuration

Casting Time: 1 Action
Range/Area: Self (15-foot radius)
Components: Verbal, Somatic, Material
Materials: Holy Symbol
Duration: Concenctraion, up to 10 minutes
Attack/Save: Wisdom
Damage/Effect: 3d8 Radiant (if Good or Neutral) or Necrotic (if Evil)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin

One DnD Playtest

Mass Healing Word

3-level Abjuration

Casting Time: Bonus Action
Range/Area: 60 Feet
Components: V
Duration: Instantaneous
Damage/Effect: Healing
As you call out words of restoration, up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.
At higher levels: When you cast this spell using a spell slot of level 4 or higher, the healing increases by 1d4 for each slot level above 3.
Available for: Bard, Cleric

Basic Rules, pg. 285

Vampiric Touch

3-level Necromancy

Casting Time 1 Action
Range Self
Duration Concentration, 1 Minute
Components V, S

Damage Type: Necrotic   Attack/Save Throw: Melee   Description: The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At higher levels:
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class(es): Warlock, Wizard

Player's Handbook

Revivify

3-level Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Cleric, paladin

Mass Healing Word

3-level Evocation

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

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Class(es): Cleric

Level 4 Spells

One DnD Playtest 2

Banishment

4-level Abjuration

Casting Time: Action
Range/Area: 30 feet
Components: V, S, M
Materials: an item distasteful to the target
Duration: Concentration, up to 1 minute
Attack/Save: Charisma Save
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma Saving Throw or be transported to a harmless demiplane for the duration. The target can willingly fail the save.
While in the demiplane, the target is Incapacitated. At the end of each of its turns, the target can repeat the save, ending the Spell on itself on a success. When the Spell ends on the target, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the Spell lasts on the target for 1 minute and the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return. It is instead transported to a random location on a plane associated with its Creature Type.
At higher levels: When you cast this Spell using a Spell Slot of 5th level or higher, you can target one additional creature for each slot levelabove 4th.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard

Guardian of Faith

4-level Conjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.   Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Class(es): Cleric, Paladin (Oath of the Crown), Paladin (Oath of Devotion), Sorcerer (Divine Soul), Warlock (The Celestial)

Player's Handbook

Death Ward

4-level Abjuration

Casting Time 1 action
Range Touch
Duration 8 hours
Components V, S

You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Class(es): Cleric, paladin

Player's Handbook

Blight

4-level Necromancy

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V, S

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Class(es): Druid, sorcerer, warlock, wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

DnD 5e PHB

Priest's Pack

Adventuring Gear Common

Backpack,blanket,candle (10),tinderbox,alms box,block of incense (2),censer,vestments,rations (2),waterskin

Cost: 19gp Weight: 24 lbs


 

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Swedime.

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