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Kirry Forrest

1 Level (0/300 XP for level-up) Slave Background Harefolk/Leporidae Race / Species / Heritage Chaotic Neutral Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
13
+1
DEX
18
+4
CON
13
+1
INT
10
+0
WIS
16
+3
CHA
20
+5
11
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30/60/0
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+10 Dexterity
+4 Constitution
+0 Intelligence
+6 Wisdom
+12 Charisma
saving throws
+8 Acrobatics DEX
+8 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+10 Deception CHA
+0 History INT
+6 Insight WIS
+10 Intimidation CHA
+0 Investigation INT
skills
+8 Medicine WIS
+0 Nature INT
+5 Perception WIS
+12 Performance CHA
+12 Persuasion CHA
+1 Religion INT
+10 Sleight of Hand DEX
+8 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Talons +1 STR 2d6+2+1 Slashing
 Finesse, gloves, hidden, light
Attacks

Spell Book


Equipment Copper: 0, Silver: 48, Electrum: 0, Gold: 2, Platinum: 0 Money

Common, Leporidae





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

Kirry's Talons

Weapon

Legendary

A pair of massive razor-sharp titanium talons, they have been modified to fit on Kirry's paws.



Type Damage Damage Range
Simple Melee 2d6 Slashing 5ft


Weight: 2.5lb

Studded leather bra

Armor (Light)

Rare

Light armor (light armor)

Made from tough but flexible leather, The bra has been studded with close-set rivets, It seems to fit a D-cup. additionally, it seems the small purple gemstone in the middle protects the arms, stomach and back as if there was armor there.


Hidden curse: if worn by anyone that isn't the owner (Kirry Forrest) the item will not offer any protection.



Type AC STR Req. Stealth Dis.
Light 8 6 No

Cost: 20sv
Weight: 7.5lb

Studded leather shorts

Armor (Light)

Uncommon

Light Leather amour

A pair of shorts made from sturdy leather, they have been studded with close-set rivets.


Hidden curse: if worn by anyone that isn't the owner (Kirry Forrest) the item will not offer any protection.



Type AC STR Req. Stealth Dis.
Light 8 4 No


Weight: 7.5lb

Belt With Pouch

Adventuring Gear

Common

A basic belt with a magical pouch and six vial slots attached to it that rest at the wearers behind. holds 40lb of equipment and six vials.




Weight: 1lb

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Class Features

Divine Domain

Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.   Each domain has a list o f spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number o f spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.  

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet o f you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Destroy Undead

Starting at 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 a certain threshold, as shown in the Destroy Undead table below:   Cleric Level | Destroys Undead of CR 5th | 1/2 or lower 8th | 1 or lower 11th | 2 or lower 14th | 3 or lower 17th | 4 or lower  

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature o f the intervention; the effect of any cleric spell or cleric domain spell w ould be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.


Starting Equipment

• (a) a mace or (b) a warhammer (if proficient)   • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)   • (a) a light crossbow and 20 bolts or (b) any simple weapon   • (a) a priest’s pack or (b) an explorer’s pack   • A shield and a holy symbol


Spellcasting

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells o f 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your W isdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.


Subclass Options

Beauty Domain

Beauty Domain Spells

Cleric Level: Spells   1st: charm person, heroism   3rd: enthrall, suggestion   5th: bestow curse, remove curse   7th: compulsion, confusion   9th: dominate person, geas  

Bonus Cantrip

When you choose this domain at 1st level, you gain the friends cantrip if you don’t already have it.  

Alluring Presence

You become proficient in Deception or Persuasion. Your proficiency bonus is doubled for any ability check you make using the skill you chose.  

Channel Divinity: Beguiling Beauty

Starting at 2nd level, you can use your Channel Divinity to infuse your appearance with the power from your god to ensnare a creature with your beauty. As an action, you present your holy symbol, and one creature you choose within 30 feet of you that can see you must make a Wisdom saving throw. If you or your companions are fighting it, the creature makes the saving throw with advantage. On a failed saving throw, the creature becomes charmed by you for 1 minute or until you or one of your companions do anything harmful to it. When the effect ends, the creature knows you charmed it.  

Channel Divinity: Blinding Beauty

Starting at 6th level, you can use your Channel Divinity to become a vision of divine beauty so profound it causes those around you to become blinded by weeping. As an action, you present your holy symbol and are enveloped in a vision of divine beauty; all creatures within 30 feet of you that can see you must make a Wisdom saving throw. Blinding beauty has no effect on creatures that cannot be blinded or charmed. On a failure, the creature is blinded for 1 minute. At the end of each of its turns, the creature can make another saving throw. On a success, the effect ends for that creature.  

Powerful Spellcasting

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

Perfect Beauty

Starting at 17th level, you become transformed into a vision of perfect beauty. A creature charmed by your Beguiling Beauty remains so until you or one of your companions does anything harmful to it or you use Beguiling Beauty again. When the creature is no longer charmed in this way, it becomes hostile toward you and might attack you, depending on its nature as the GM decides.  

Death Domain

Death Domain Spells

Cleric: Level Spells   1st: false life, ray of sickness   3rd: blindnessjdeafness, ray of enfeeblement   5th: animate dead, vampiric touch   7th: blight, death ward   9th: antilife shell, cloud kill  

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.  

Reaper

At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.  

Channel Divinity: Touch of Death

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.  

Inescapable Destruction

Starting at 6th level, the cleric's ability to channel negative energy becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel Divinity options ignores resistance to necrotic damage.  

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.  

Improved Reaper

Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.  

Knowledge Domain

Knowledge Domain Spells

Cleric Level: Spells   1st: command, identify   3rd: augury, suggestion   5th: nondetection, speak with dead   7th: arcane eye, confusion   9th: legend lore, scrying  

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.  

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.  

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.  

Potent Spellcaster

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

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number o f minutes equal to your W isdom score and must maintain concentration during that time, as if you were casting a spell.   Once you use this feature, you can’t use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions o f the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as w ell as the most recent significant event involving the object and that   If the object w as owned by another creature in the recent past (within a number o f days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions o f recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number o f days equal to your W isdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.  

Life Domain

Life Domain Spells

Cleric Level: Spells   1st: bless, cure wounds   3rd: lesser restoration, spiritual weapon   5th: beacon of hope, revivify   7th: death ward, guardian of faith   9th: mass cure wounds, raise dead  

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.  

Discipline of Life

Also starting at 1st level, your healing spells are more effective. 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

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. 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 of its hit point maximum. You can’t use this feature on an undead or a construct.  

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.  

Madness Domain

Madness Domain Spells

Cleric Level: Spells   1st: dissonant whispers, tasha’s hideous laughter   3rd: crown of madness, phantasmal force   5th: fear, hunger of hadar   7th: confusion, hallucinatory terrain   9th: seeming, dream  

Bonus Cantrip

Also at 1st level, You learn the vicious mockery cantrip.  

Power of Madness

Starting at 1st level, roll or select a form of indefinite madness, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell. Your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you. You are immune to charm effects.  

Channel Divinity: Instill Insanity

At 2nd level, you can use your Channel Divinity to afflict short-term madness on all creatures of your choice within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.  

Channel Divinity: Psychotic Episode

At 6th level, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. On a failed Wisdom saving throw, the creature is randomly afflicted with a long-term madness determined by the Long-Term Madness Table (DMG pg. 260). It lasts 1d10 x 10 hours. The long-term madness ends early if the madness is cured, you lose concentration (as if you were concentrating on a spell) or you use this feature again. The long-term madness may be cured by a lesser restoration spell or more powerful restoration spell.  

Potent Spellcasting

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

Lunatic Ward

At 17th level, when you or an ally within 5 feet of you are subject to a Wisdom saving throw due to magic, you can attempt to redirect the attack back at the caster. You may use your reaction to grant advantage to you or your ally's saving throw. On a successful saving throw, your troubled mind has corrupted and reflected the magic, afflicting the enemy with a random short-term madness instead. This madness lasts for one minute or until the creature takes damage.  

Ocean Domain

Ocean Domain Spells

Cleric Level: Spells   1st: fog cloud, create or destroy water   3rd: misty step, alter self   5th: tidal wave, water breathing   7th: control water, watery sphere   9th: maelstrom, control winds  

Sea Priest

You gain a swimming speed equal to your walking speed while not wearing armor above your proficiency and not wielding a shield.  

Wrath of the Wave

Also at 1st level, you can torrentuously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed saving throw and is pushed back 10 feet, and half as much damage (and is not pushed) on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Torrential Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity. As an action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts in a 30ft-radius circle around you. All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. (x equals your proficiency bonus) Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back and knocked prone. You must not be in the air when you do this.  

Marine Whisperer

At 6th level, as an action you may attempt to charm a marine creature with an Intelligence score less than or equal to your cleric level. The target must succeed on a Wisdom saving throw or is charmed by you for 1 hour or until you or an ally damages the creature. While the creature is charmed, it may obey reasonable commands and is friendly to you and creatures you designate. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Seaborne

At 17th level, you have can breathe water as well as air. Your swim speed increases by 15 feet. When you use your Torrential Wrath feature, the effect's radius is extended to 60 feet, the wave is 20 feet tall and the distance creatures are pushed back increases to 15 feet. Huge creatures can now be pushed and knocked prone by this feature.  

Tempest Domain

Tempest Domain Spells

Cleric Level: Spells   1st: fog cloud, thunderwave   3rd: gust of wind, shatter   5th: call lightning, sleet storm   7th: control water, ice storm   9th: destructive wave, insect plague  

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.  

Wrath of the Storms

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

Trickery Domain

Trickery Domain Spells

Cleric Level: Spells   1st: charm person, disguise self   3rd: mirror image, pass without trace   5th: blink, dispel magic   7th: dimension door, polymorph   9th: dominate person, modify memory  

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.  

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).   The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.  

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.  

War Domain

War Domain Spells

Cleric Level: Spells   1st: divine favor, shield of faith   3rd: magic weapon, spiritual weapon   5th: crusader’s mantle, spirit guardians   7th: freedom of movement, stoneskin   9th: flame strike, hold monster  

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.  

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Channel Divinity: War Gods' Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Witchcraft Domain

Witchcraft Domain Spells

Cleric Level: Spells   1st: speak with animals, fog cloud   3rd: animal messenger, ray of enfeeblement   5th: conjure animals, stinking cloud   7th: polymorph, conjure minor elementals   9th: conjure elemental, cloudkill  

Touch of Hemlock

At 1st level, you learn the poison spray cantrip. It counts as a cleric cantrip for you and it doesn’t count against your cantrips known.  

Evil Eye

At 1st level, your grasp of witchcraft lends you the use of the evil eye. When casting a spell, you may use your reaction to give one creature you can see disadvantage on a saving throw against that spell. Creatures that are blind or that do not rely on sight cannot be affected in this way. You may use this ability a number of times equal to your Wisdom modifier (with a minimum of once), and you regain these uses once you complete a long rest.  

Channel Divinity: Binding Spirits

You may expend one use of your Channel Divinity to present your holy symbol and force all fiends, celestials, or elementals within 30 feet of you to make a Wisdom saving throw; on a failed save, they are turned for 1 minute or until they take damage. At 6th level, you may expend an additional use of Channel Divinity to attempt to command one of the fiends, celestials, or elementals that you have turned. The creature so targeted must make an additional Wisdom saving throw. On a failure, you may direct the creature during its next turn, and it must obey your commands to the best of its ability. At the end of that round, the creature is no longer turned.  

Blood-Eating Hecatean

At 6th level, your connection to the goddesses of magic and the underworld allows you to draw sustenance from the escaping life-forces of dying creatures. When a creature dies within 30 ft of you, you may regain hit points equal to 1d6 + your Wisdom modifier.  

Power of Isis

At 8th level, you may add your Wisdom modifier to damage you deal with any cleric cantrip.  

Circe's Legacy

At 17th level, you learn the true polymorph spell, and it counts as a cleric spell for you.   Additionally, once per long rest, you may force up to twenty creatures you can see to make a Wisdom saving throw. On a failure, each creature transforms into a beast of your choice of CR 4 or less. You can choose a different form for each target. The creatures gain the statistics of the chosen beast(s), though they retain the Intelligence, Wisdom, and Charisma scores they had previously, and retain their original hit point maximum if it is higher than that of the beast in question. The creatures are limited to the forms of communication and movement available to their new form, and the creatures revert to their original form when they drop to zero hit points, when they die, at your command, or after one hour. The creatures’ equipment falls to the ground during the transformation.   The use of this ability does not require concentration. However, if you choose to concentrate on this ability as if it were a spell and maintain concentration for one hour, the effects become permanent. Once permanent, the transformations may only be reversed via the wish spell, divine intervention, the true polymorph spell, or via a second use of this ability to reverse the effect. Additionally, if you die while creatures are permanently transformed by this ability, the creatures so transformed lose all memory of their former lives, and gain the Intelligence, Charisma, and Wisdom scores of their bestial forms.


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature33
3rd+2342
4th+2Ability Score Improvement443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Destroy Undead (CR 3)54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score improvement5433332111
20th+6Divine Intervention improvement5433332211

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Rabbitfolk

Ability Score Increase +2 Dex, +1 Wis
Size Small
Speed 30ft

Race Features

  • Hare-Trigger. You add your proficiency bonus to your initiative rolls.
  • Leporine Senses. You have proficiency in the Perception skill.
  • Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the result, potentially turning the failure into a success.
  • Rabbit Hop. Once during each of your turns when you walk at least 5 feet, you can hop 1d4 x 5 feet in a direction of your choice. This extra distance doesn't cost movement, but you can hop only if your speed isn't 0. At level 15, hop is increased to 2d4 x 5 ft.

 

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Kinks and Cantrips pg 165

Alter Sex

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 24 Hours

You assume a different form, taking on the genitalia of your choosing. You may choose the specifics of the genitalia such as whether it is circumcised or the hymen is intact. In addition, you may make subtle alterations to your physique such as gaining or losing breasts, changing your jawline, or hair length/style but you must remain the same race you were before casting the spell. Any creature that is familiar with you will still recognize you despite these changes. If a creature is affected by this spell with the same specific details every day for a month, the effects become permanent.

You may cast this spell using a spell slot to increase its capabilities (see below).

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you may instead target a willing creature within 5 feet of you. When you cast it using a spell slot of 5th level or higher, you may make the effect permanent on either yourself or another target as described above.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Dommaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: S

You exert your dominance via a minor magical feat. You may do any of the following within range:

• Cut a piece of rope no thicker than 2 inches in diameter

• Fasten or unfasten a buckle or clasp

• Lock or unlock a lock without requiring a key

• Manipulate a piece of chain, leather, or rope

• Tie or untie a complex (or worse) knot

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Subbadigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: self
Components: none
Duration: 1 minute

In a display of submission, you create a minor magical effect. You may do any of the following for the duration:

• Cause a creature that you are intimate with to become erect or wet

• Cause one of your orifices to self-lubricate, even if it normally can’t

• Cause your eyes to moisten or cry

• Ensure blood flow to your limbs and extremities, no matter how tightly they are tied

• Release milk from your nipples or cause them to become erect

• Remove your gag reflex

• Slightly alter your facial features to appear more cute, tempting, or vulnerable such as make your eyes appear larger or cause your cheeks to flush

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips pg 173

Kinkcraft

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: self
Components: V, S
Duration: 1 hour

You pull a piece of fetish gear or clothing from the air. The created item is made of latex, leather, metal, rubber, wood, or any combination of these materials and may not be larger than 3 feet in any direction or weigh more than 10 pounds. This item lasts the duration of the spell, after which it fades from existence. Close inspection reveals summoned items are monetarily worthless.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Level 1 Spells

Kinks and Cantrips

Aftercare

1-level Evocation

Casting Time: 10 minutes
Range/Area: touch
Components: V, S, M
Materials: a segment of fuzzy cloth
Duration: Instantaneous

You weave a delicate enchantment through an affectionate and caring embrace in order to help the target recover from a trying ordeal. For every 5 points of HP missing the target had when you began to cast this spell (to a maximum of 4), they may roll one of their Hit Die and regain hit points equal to the result plus their Constitution modifier.

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of Hit Die that can be rolled is increased by 2 for every slot level above 1st.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Anatomical Compatibility

1-level Transmutation

Casting Time: 1 action
Range/Area: 5ft
Components: V, S
Duration: 1 hour

A target’s anatomy becomes magically malleable, allowing for copulation with a creature of vastly different size than it without harm. This occurs via the creature’s anatomy expanding

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Bliss

1-level Enchantment

Casting Time: 1 action
Range/Area: self
Components: V, S, M
Materials: a token of happiness
Duration: concentration, up to 1 minute

While within 15 feet of you, creatures of your choosing gain a +2 bonus to attack rolls and saving throws. As a bonus action on your turn, you may have a creature within range gain an additional +1.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Empathic Interrogation

1-level Divination

Casting Time: 1 action
Range/Area: 15ft
Components: V
Duration: Instantaneous

Your understanding of a creature’s suffering aids you with influencing their mind to your own ends. As part of casting this spell, you ask the target creature one question. That creature must make a Wisdom saving throw, answering the question truthfully on a failure. If both you and the target have equal HP, the target makes the saving throw with disadvantage. If you have less HP than the target, they automatically fail the saving throw.

Kinks and Cantrips

Shared Suffering

1-level Divination

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous

The suffering your allies experience can be eased together with help, your HP will drain and theirs will raise until both are the same number

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Level 2 Spells

Kinks and Cantrips

Adhesive Globule

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: a drop of viscous liquid
Duration: 20 minutes

You summon a small glob of a sticky substance and hurl it at a creature within range. Choose one of the following body parts to aim for and make a ranged spell attack roll. On a hit, the target suffers the effects listed for that body part.

• Eyes. The target is blinded. The attack roll for this effect has a -3 penalty.

• Feet. The target’s speed is reduced to 0.

• Hands. The target may only make a maximum one attack on their turn. This cannot not effect creatures that are Huge or larger.

• Mouth. They can neither speak nor satisfy the verbal component for spells.

The attack roll for this effect has a -3 penalty. A creature under one of these effects can use its action to make a Strength check against your spell save DC. If it succeeds, the effect ends as it frees itself.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Clamping Chains

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 1 minute

Choose a point on either an immovable object, the ground, a wall, or the ceiling within 10 feet of a creature in range. You summon two iron chains that spring forth from that point, their ends tipped with toothed clamps which attempt to attach themselves to the target. The target must make a Dexterity saving throw. On a failure the target cannot move more than 10 feet from the point the chains tether them to. A creature may use 15 feet of movement to make a Strength saving throw in an attempt to break free from the clamps. On a success they take 3d8 as they rip free of the clamps. On a failure, they take 1d8 remain tethered.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Creeping Encasement

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V S M
Materials: a ball of sticky tar
Duration: 1 hour
Attack/Save: Ranged
Damage/Effect: 1d8

You fling a tiny blob of sticky material at the target, making a ranged spell attack as you do so. On a hit, the ball attaches itself to the target and begins to grow over the surface of their body. At the end of each of the target’s turns the blob expands and advances through the following stages, increasingly restraining the target as it does so. The penalties for each stage are additive with all previous stages.

• Sticky Patch. The target has disadvantage on attack rolls.

• Partially Covered. The target has its movement speed reduced by half and it has disadvantage on Dexterity saving throws.

• Half Covered. The target’s movement speed is 0 and it automatically fails Dexterity saving throws.

• Almost Fully Covered. The target may not attack or satisfy the somatic component for spells.

• Encased. The target cannot breathe, speak, or satisfy the verbal component for spells.

For each stage above Sticky Patch, the target has a cumulative -1 penalty to Strength checks and saving throws they make. The target or another creature may use an action to try and rip away the blob, in order to so they must make a Strength saving throw against your spell save DC. On a success the effect ends and the target is freed.

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd, and the Pain gained increases by 1 for every two slots levels above 2nd.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Crushing Pain

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Damage/Effect: bludgeoning

You create a pocket of intense gravity around a sensitive region of the target’s anatomy, such as the genitals. The target must make a Constitution saving throw. On a failure the target takes 3d8 bludgeoning damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a success the target takes half as much damage and they suffer no additional effects.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Kinks and Cantrips

Golden Spray

2-level Evocation

Casting Time: 1 action
Range/Area: self (15 foot cone)
Components: V, S, M
Materials: a sprig of asparagus
Duration: Instantaneous
Damage/Effect: poison

A torrent of acrid fluid issues forth from your pelvis, dousing the area in front of you. All creatures within a 15-foot cone must make a Dexterity saving throw. On a failure the creature takes 4d6 poison damage and has disadvantage on Charisma ability checks until they can clean themselves. On a success the creature takes half as much damage and suffers no further effects.

At higher levels:

When you cast this spell at 3rd level or higher, the damage increases by 1d6 for each spell slot above 2nd. If you cast this spell at 5th level or higher you may extend the range to a 30-foot cone.

Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

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


Created by

Kirry Forrest.

Statblock Type

Character Sheet (latest)

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