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Drachenlord

5 Level (0/14000 XP for level-up) Hermit (Drachenkult) Background Puppet Race / Species / Heritage chaotic good Alignment
Cleric (Forge)
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
18
+4
DEX
12
+1
CON
16
+3
INT
6
-2
WIS
17
+3
CHA
14
+2
32
Hit Points
+1
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+1 Dexterity
+3 Constitution
-2 Intelligence
+6 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
-2 Arcana INT
+4 Athletics STR
+2 Deception CHA
-2 History INT
+3 Insight WIS
+2 Intimidation CHA
-2 Investigation INT
skills
+6 Medicine WIS
-2 Nature INT
+6 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +7 STR 1d10+4 bludgeoning
 Versatile
Mace +7 STR 1d8+4 Bludgeoning
 -
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance
Word of radiance
Sacred Flame
Light

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Identify
Searing Smite
Mending
Healing word
Sanctuary
Guiding bolt

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Heat Metal
Magic weapon
Aid
Silence
Calm emotions

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Elemental Weapon
Protection from energy
Aura of Vitality
Motivational Speech
Turn Undead

Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, your armor can't be removed from your body against your will.

Features & Traits
Winter Blanket
Set of common clothes
Herbalism kit
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
50 feet of hempen rope
10 apples

Equipment Copper: 20, Silver: 1, Electrum: 0, Gold: 16, Platinum: 0 Money
Thieves tools
Smithing tool
Herbalism Kit
Languages:
Common
Elvish
Dwarvish

Languages & Proficiencies
Rizzler
Extroverted

Personality Traits
Kanye

Ideals
Femboys

Bonds
Massive Peener (+80Str when naked)

Flaws


™ & © 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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Gurkenmann.

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