Character Sheet

Main

Class Cleric (Forge)
Level 8
Race Goliath
Size Medium
Allignment Chaotic Good
Background Guild Merchant

Stats

HP AC[1] Speed Initiative Channel Divinity
67 21 30ft -1[2] 2
Hit Dice Proficiency Bonus Temp HP
1d8 +3 -
Senses #
Passive Perception 14

Abilities

STR DEX CON INT WIS CHA
Stats 15 8 16 10 18 10
Modifier +2 -1 +3 0 +4 0
Saving Throw +2 -1 +3 0 +7 +3

Resistances

Cold
Fire

Skills

+ means Proficiency

# Skill Ability
-1 Acrobatics DEX
+4 Animal Handling WIS
0 Arcana INT
+5 Athletics+[3] STR
0 Deception CHA
0 History INT
+7 Insight+ WIS
0 Intimidation CHA
0 Investigation INT
+7 Medicine+ WIS
0 Nature INT
+4 Perception[2-1] WIS
0 Performance CHA
+3 Persuasion+ CHA
+3 Religion+ INT
-1 Sleight of Hand DEX
-1 Stealth[4] DEX
+4 Survival WIS

Traits

Little Giant

You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Mountain Born

You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Stone's Endurance

You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blessing of the Forge

  • You gain the ability to imbue magic into a weapon or armor.
    At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.
    Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity

  • You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.
    Choose between these effects: Turn Undead, Harness Divine Power and Artisan's Blessing (by the domain)
    You must then finish a short or long rest to use your Channel Divinity again.
    You can use your Channel Divinity twice between rests until 18th level. 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 of 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 of 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.

Channel Divinity: Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Channel Divinity: Artisan's Blessing

  • Create simple items.
    You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
    The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Destroy Undead (CR 1/2)

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Destroy Undead (CR 1)

Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Blessed Strikes

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Feat: Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Feat: Magic Initiate

Choose a class: bardclericdruidsorcererwarlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bardsorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Proficiencies

  • All armour and Shield
  • Smith's tools
  • Simple Weapons
  • Jeweler's Tools

Languages

  • Common

Actions

Name ATK Bonus Hit Damage Type Range

Spells

Spell Ability Spell DC Spell ATK Bonus
Wisdom 15 +7
Charisma 11 +3[5]
Name Level Range Concentration? Always Prep
Guidance Cantrip Touch Yes Yes
Toll the Dead Cantrip 60 ft No Yes
Light Cantrip Touch No Yes
Sacred Flame Cantrip 60 ft No Yes
Booming Blade Cantrip 5 ft No Yes
Eldritch Blast Cantrip 120 ft No Yes
identify, 1st Touch No Yes
searing smite 1st Self Yes Yes
Unseen Servant[6] 1st 60 ft No Yes
Bless 1st 30 ft Yes No
Cure Wounds 1st Touch No No
Detect Magic 1st Self Yes No
Guiding Bolt 1st 120 ft No No
Healing Word 1st 60 ft No No
Protection from Evil and Good 1st Touch Yes No
Sanctuary 1st 30 ft No No
heat metal, 2nd 60 ft Yes Yes
magic weapon 2nd Touch Yes Yes
Aid 2nd 30 ft No No
Enhence Ability 2nd Touch Yes No
Continual Flame 2nd Touch No No
Spiritual Weapon 2nd 60 ft No No
Borrowed Knowledge 2nd Self No No
Silence 2nd 120 ft Yes No
elemental weapon 3rd Touch Yes Yes
protection from energy 3rd Touch Yes Yes
Dispel Magic 3rd 120 ft No No
Protection from Energy 3rd Touch Yes No
Bestow Curse 3rd Touch Yes No
Revivify 3rd Touch No No
Tongues 3rd Touch No No
Spirit Guardians 3rd 15 ft Yes No
fabricate 4th 120 ft No Yes
wall of fire 4th 120 ft Yes Yes
Stone Shape 4th Touch No No
Death Ward 4th Touch No No
Banishment 4th 60 ft Yes No

Equipment

CP SP GP PP
15
  • Jeweler's Tools
    • Small saw and hammer
    • Files
    • Pliers
    • Tweezers
  • Shovel
  • Letter from Guild
  • Traveler's Clothes
  • Weapons
    • Mace +2
    • Chain Mail
    • Spear
  • Armor
    • Shield
      • Holy Symbol (on Shield)
    • Plate Armor (Disadvantage on Stealth)
  • Explorer's Pack
    • Backpack
    • Bedroll
    • Mess kit
    • Tinderbox
    • 10 Torches
    • 10 days of rations
    • Waterskin
    • 50ft Hempen Rope
  • Potions of Healing
    • 1x Greater
    • 1x Superior

Build Process

  1. Race - Goliath
  2. Class - Cleric (Forge)
  3. Hit Die: 1d8
  4. Saving Throws: WIS and CHA
  5. Armor Proficiencies: All Armor, Shields
  6. Weapon Proficiencies: Simple weapons
  7. Tool Proficiencies: Smith's Tools
  8. Origin Customization: +2 WIS, +1 CON
  9. Starting Ability Scores:
    1. STR 14 DEX 8 CON 14 INT 10 WIS 15 CHA 10
    2. (STR 14, DEX 8, CON 15, INT 10, WIS 17, CHA 10)
  10. Background: Guild Artisan Merchant
  11. Background Skill Proficiencies: Insight, Persuasion
  12. Class Skill Proficiencies: Medicine, Religion
  13. Background Tool Proficiencies: Jeweler's Tools (knowledge about the reputed mystical uses of gems; helps picking up clues when inspecting jeweled objects)
  14. Background Equipment: Jeweler's Tools, Shovel, Letter from Guild, Traveler's Clothes, 15GP
  15. Background Feature: Guild Membership
  16. Class Equipment: Mace, Chain Mail, Spear, Explorer's Pack, Shield, Holy Symbol (on Shield)
  17. Level 2 Domain: Forge
  18. Level 4 ASI: WIS+1, CON+1 (STR 14, DEX 8, CON 16, INT 10, WIS 18, CHA 10)
  19. Level 8 Feat: Crusher +1 STR (STR 15, DEX 8, CON 16, INT 10, WIS 18, CHA 10)
  20. HP: 8+3+(8x7)=67 -> 8+CON_MOD+(5+CON_MODxLEVELS-1)
  21. Shopping list:
    1. Plate Armor
  22. Uncommon Options: Sentinel Shield
  23. Rare option: +2 Mace
  24. Free feat: Magic Initiate (Booming Blade, Eldritch Blast, Unseen Servant)

  1. +1 from Soul of the Forge↩︎

  2. Advantage from Sentinel Shield↩︎↩︎

  3. From Little Giant Trait↩︎

  4. Disadvantage wearing Plate Armor↩︎

  5. For Eldritch Blast↩︎

  6. 1 free use between long rests↩︎