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Heraldo Wyrm

5 Level (6500/14000 XP for level-up) Hermit Background Wood elf Race / Species / Heritage Lawful Good Alignment
Cleric
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
10
+0
DEX
18
+4
CON
15
+2
INT
9
-1
WIS
18
+4
CHA
7
-2
43
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
35/70/35
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+4 Dexterity
+2 Constitution
-1 Intelligence
+7 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+0 Athletics STR
-2 Deception CHA
+2 History INT
+7 Insight WIS
-2 Intimidation CHA
-1 Investigation INT
skills
+7 Medicine WIS
-1 Nature INT
+7 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +3 STR 1d6 blud
Dagger +7 DEX 1d4+4 Pierce
 Finesse, light, thrown (range 20/60)
Shortsword +7 DEX 1d6+4 Pierce
 Finesse, light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Spare The Dying +7 1 action touch Instantaneous V,S
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Virtue +7 1 action touch 1 Round 1d4+4 V,S
 Notes:If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
Toll the Dead +7 1 action V,S
*Mask of the Wild*
You can attempt to hide even when only slightly obscured by natural phenomena.
*Trance*
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
*Fey Ancestry*
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
*Darkvision*
You can see 60ft in the dark.
*Discovery*
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery.
*Disciple of Life*
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
*Channel Divinity: Preserve Life*
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its maximum hit point.
*Magic Initiate*
druid, You learn two cantrips of your choice from that
class's spell list.
In addition, choose one 1st-level spell from that same
list. You learn that spell and can cast it at its lowest
level. Once you cast it, you must finish a long rest before
you can cast it again.
Your spellcasting ability for these spells depends
on the class you chose: Wisdom for Druid.
*Destroy Undead*
Starting at the 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 1/2

Features & Traits
A scroll case stuffed full of notes from your studies or prayers, a winter blanket,
a set of common clothes, and a herbalism kit.
a mace, Scale mail, a Shortsword, half-plate armor, a Shield, a holy symbol.
10 stones
Verry drippy Cloak.
9 Tankerds of beer.
Explorer's Pack
2 healing potions
Winged boots
Greater restoration Spell scroll

Equipment Copper: 0, Silver: 1, Electrum: 0, Gold: 29, Platinum: 0 Money
All simple weapons,
Longsword, shortsword, shortbow, and longbow.

Light armor, medium armor, heavy armor, and shield.

Herbalism kit
Common, Elvish, Celestial

Languages & Proficiencies
Logic. Emotions must not cloud our sense of what is
right and true, or our logical thinking. (lawful)

Ideals
I'd risk too much to uncover a lost bit of knowledge.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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