Myrla
Level 15 (0/195000 XP for level-up)
Background Inheritor
Size Medium
Species Warforged
Cleric
Subclass Forge Domain
Level 15
Hit dice 15/15
1d8+4

STR 16
+3
STR save: +3
DEX 8
-1
DEX save: -1
CON 18
+4
CON save: +9
INT 8
-1
INT save: -1
WIS 18
+4
WIS save: +9
CHA 10
+0
CHA save: +5

Initiative (DEX)
-1
Speed
30ft walk
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
23
Plate of Blazing Soul
Armor Class w/Shield
26
Honor's Last Stand
Hit Points
140 / 140
Death Saves
Succeeded
Failed
Conditions
immune to prone
Exhaustion


Spellcasting
Attack mod
+10
Ability
WIS
Abi Mod
+5
Save DC
18
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Mace of Malkov +10 WIS 1d6+4,1d6 bluedgeoning
  Properties: fire, thunder, electricity or force to extraplanar enemies.
Dagger of Venom +4 STR 1d4,2d10+3 piercing, poison
  Properties: thrown, constitution save DC 15: take 2d10 poison damage.
Armor ( AC Mod: +3 )
W T  Armor AC D Properties
Plate of Blazing Soul 20 Reaction: Absorb damage, damage or healing when reaching 0 hp, Disadvantage Stealth.
Honor's Last Stand +3 2d6 push damage, immune to prone, +AC to allies.
Skills
P/E Bonus Skill Abi
-1 Acrobatics DEX
+4 Animal Handling WIS
+8 Arcana INT
+3 Athletics STR
+0 Deception CHA
+4 History INT
+4 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
+9 Medicine WIS
-1 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+8 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+9 Survival WIS

+10 Expertise Bonus
+5 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 15, Electrum: 0, Gold: 624, Platinum: 0
Treasure and Equipment
Necklace of Prayer Beds, Googles of Night,  Sending Stones, Fragment of Life and Death, Red Chromatic Rose, Scroll (Counter Spell) x2, Playing cards
Gems: Bloodstone (50), Aquamarine (500) x2, Yellow Sapphire (1000).
Inheritance from your father. 
Proficiencies, Languages, and Talents
---Languages---
Common, Dwarvish, Goblin

---Weapon---
Simple

---Armor---
Light, Medium, Heavy, Shield

---Tools---
Smith's tool, Gaming card set, Thinker's tool.

---Resistances---
1/2: Poison, Fire.
Advantage: Against Enchanteamnet spells
Immunities: Prone, Diseases.
Features & Traits

WARFORGED



  • Construct Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition. Integrated Protection.

  • Integrated Protection. You gain a +1 bonus to your Armor Class. In addition, armor you have donned can't be removed against your will while you're alive.

  • Sentry's Rest. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 6 hours if you spend those hours in an inactive, motionless state. During this time, you appear inert but remain conscious.

  • Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

  • Tireless. You don't gain Exhaustion levels from dehydration, malnutrition, or suffocation.




CLERIC



  • Spellcasting. You have spellslots. Whenever you take a longrest you can change your prepared spells.

  • Divine Order. Thaumaturge: Resistance cantrip, add Wisdom modifier bonus to your Arcana and Religion Checks.

  • Channel Divinity. You can expend up to 3 uses per long rest. You recover one missing use with a short rest and all missing uses with a long rest. When you do se choose one of the following abilities:




    1. Divine Spark. As an action present your holy symbol at another creature witinh 30ft of yourself. Roll 5d8 + Wisdom modifier to restore that amout of health to that creature or force it to make a Constitution save, on a fail take that much as necrotic or radiant damage, or half on a save.

    2. Turn Undead. As an action presen your holy symbol. Each undead creature of your choice within 30ft of yourself of CR 2 or lower are destroyed, otherwise they must make a Wisdom save. On a fail they take 4d8 radiant damage and become frightened of you for 1 minute and they must use their turn to run away from you. Any damage they take make them repeat the save, ending the effect on a save. The efect ends if you become incapacitated or fall unconcious.

    3. Artisan's Blessing. 1 Hour ritual. You craft a nonmagical item made of metal; a simple or martial weapon, suit of armor, 10 pieces of ammunition, a set or tools or another similar metal object as long is worth no more than 100gp.

    4. Fortify. As a bonus action you can choose a number of creatures within 30ft of yourself, you can give them an amount of temporary hit points from a pool of 120 temporary hit points. Once you take this channel divinity you can't take it again until you take a long rest.





  • Blessed Strikes. Potent Spellcasting: Add your Wisdom modifier to the damage you deal with any cantrip of the Cleric list, then you can give temporary hit points to yourself or any creature within 60ft of you, an amount equal to twice your Wisdom modifier.

  • Forge Intent. As an action you can make create a miracle, choose between casting a cleric spell of level 5 or lower without expending any spell slot, material componentes and with the casting time of an action (as part of this action) instead of it's original casting time. Or describe what are you seeking to achieve and the DM will rule how something in favor of your desire happens immediatly. Once you use this feature you can't use it again until 1d4 days has passed.



FORGE DOMAIN



  • Blessing of the Forge. You can give a +1 to a weapon or suit of armor until the next long rest. (Automatic to AC)

  • Soul of the Forge. +1 AC and fire damage resistance. (Automatic)

  • Divine Strike. Once on each of your turns, one of your weapon attacks deal 2d8 fire damage.



OTHERS



  • Darkvision. 60ft, perception checks disadvantage on total darkness.

  • Restore Balance. As a reaction you can nullify the advantage or disadvantage on a roll from a creature within 30ft of you.

  • Shield Master. While you are holding a shield: As part of a meele weapon attack you can you can try to push 5ft the target. Strenght save, on a fail the create is pushed and fall prone. If you make a dexterity save against an effect you can see that would do half damage on a save you can use your reaction to take no damage if you save and half if you fail it. You can add your Shield AC bonus to any dexterity save.

  • Blazing Rebuke. When a creature within 60ft of you takes damage you can use your reaction to reduce the damage by 2d6 and deal that same amount as fire damage back to the attacker, you can do so a number of times equal to your proficiency bonus per long rest.

  • Blazing Rebirth. When you are reduced to 0 HP you can choose to blast both burning and healing flames to creatures of your choice within 10ft of you. 2d6 + Cleric level as fire or radiant damage to creatures of your choice within the range, and the same amount as healing energy to creatures of your choice. This cannot be used again until you take a long rest.


Spellcasting

Forge Domain Spells:



  • Identify, Searing Smite

  • Heat Metal, Magic Weapon

  • Elemental Weapon, Protection from Energy

  • Fabricate, Wall of Fire

  • Animate Objects, Creation



Cantrips




  • Light

  • Lightning Lure

  • Mending

  • Resistance

  • Sacred Flame

  • Spare the Dying

  • Thaumaturgy

  • Toll the dead



Other Souces




  • Globe of Inulnerability (Always prepared)

  • Bless (Bonus action, 1/LR)

  • Cure Wounds (Bonus action, lvl 2, 1/LR)

  • Freedom of the Winds (Bonus action, 1/LR)

  • Heroism (Bonus action, 1/LR)

  • Shining Smite (Bonus action, 1/LR)





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Created by

Valen Emiya.

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Character

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