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Umbracryx

6 Level (0/23000 XP for level-up) Background Opteran Race / Species / Heritage Chaotic Neutral Alignment
Tamer
Level 6
Hit Dice: 6/6
1d8+3 Class 1

STR 8

-1

DEX 14

+2

CON 16

+3

INT 13

+1

WIS 20

+5

CHA 12

+1

50
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30/60/20
Speed (walk/run/fly)
35
Passive Perception
6 / 6
Splicer Pts
Spellcasting ...
+8 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+6 Constitution
+1 Intelligence
+5 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+8 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+1 Deception CHA
+1 History INT
+5 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+8 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Tony (Slap) +5 DEX 1d8+2 Bludgeoning
Tony (Lich Slap) +5 DEX 2d6+1+2 Necrotic
 30ft Range, Target can not heal until D.S next turn.
CJ (Tentacle) +6 DEX 2d6+2 Psychic
CJ (Mind Blast) +8 WIS 3d6 Psychic
 30ft cone, Int save on fail, (DC:14), On fail, target takes damage, 5< target is stunned until next turn.
Attacks

Spell Book

Stone’s Endurance (Stone Giant) – The OG (original goliath) ability. When taking damage, use a Reaction to reduce that damage by 1d12 + Con modifier. Uses is equal to proficiency bonus a day.

Gift of the Gem Dragon- You’ve manifested some of the power of gem dragons, granting you the following benefits: -Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. -Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.

Features & Traits
Leather Armor
Net (1)
Light Crossbow

L’Arsène’s Quadnoculars
Wondrous item, rare
Spectacular Analytica. As an action, you can flick through the filters of these goggles and stare intently at a corpse within 60 feet of you . You immediately learn the general function (orthe specific mechanics, at the GM’siscretion) of the possible magic items that can be crafted from the creature’s harvestable components, as well as the effects of the magical meals you could make from it
1 Wizard Skull. Acts as an Arcane Focus for Evocation spells only. When used this way, the caster may cast Magic Missile at 1st level once per day. If the Flameskull was destroyed by Force, Thunder, or Bludgeoning damage, it loses this property. After 1 hour, the skull reforms into a Flameskull unless holy water is sprinkled on its remains or a Dispel Magic or Remove Curse spell is cast on them.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 500, Platinum: 0 Money
Common
Deep Speech
Sylvan

Languages & Proficiencies
Flight (Adult Form Only). As an adult opteran,
you have a flying speed of 20 feet . To use this
speed, you can’t be wearing medium or heavy
armour .

Radiant Wing (Adult Form Only). Those
wings would dazzle any performance . You have
advantage on all Charisma checks

Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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

The statblocks of your class features

Grave Domain


Hit Points

Hit Dice: d8 per Grave Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric

Proficiences

Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric

Subclass Options

Grave Domain Spells

 
Cleric Level Spells
1stBane, False Life
3rdGentle Repose, Ray of Enfeeblement
5thRevivify, Vampiric Touch
7thBlight, Death Ward
9thAntilife Shell, Raise Dead
 

Circle of Mortality

At 1st level, when you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.   In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.  

Eyes of the Grave

At 1st level, as an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Channel Divinity: Path to the Grave

Starting at 2nd level, as an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.  

Sentinel at Death's Door

At 6th level, as a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Potent Spellcasting

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

Keeper of Souls

Starting at 17th level, when an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

[block: 1362060 ]

Statblocks for your familiars, mounts etc.

Brain muncher CR: 1/8

Tiny to Tiny aberation/mind flayer, lawful evil
Armor Class: 14
Hit Points: 40
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft , can hover

STR

9 -1

DEX

10 +0

CON

14 +2

INT

16 +3

WIS

13 +1

CHA

13 +1

Skills:

Arcana+5 deception +4 insight+4 perception+4

psionic shield 1- when a creature within range of the brain munchers telepathy takes psychic damage, the brain muncher can use its reaction to halve the psychic damage taken by that creature.

creature sense- as an action, the brain muncher expands its telepathy. for the next minute its aware of the presence of creatures within 300feet of it that have an intelligence score of 4 or higher. it knows the distance and direction to each creature as well as their intellegence score. the brain muncher must maintain concentration on this effect; if it looses concentration the effect ends. tamer must take a short or long rest before it can use this effect again in addition the range of its telepathy and damage of its tentacles is increase to 90ft and a d10. At tamer lvl5 the damage die increase to 2d6

Magic resilience-+2 save throws against spell and magic effects

Senses:

Darkvision 60ft passive perception 13

Languages: deep speech, telepathy 90ft
Challenge Rating: 1/8
Proficiency Bonus: 3

1/day:

Mind Blast 1- as an action emit a psychic energy 30ft cone, each creature in the area must succeed on an intelligence saving throw or take 3d6 pychic damage. A creature that fails the save by 5 or more is stunned untill the start of its next turn. tamer must finish a short or long rest before using this feature again.

Actions

tentacles. Melee weapon attack +6 to hit, reach 5ft, on target. 2d6+3 psychic damage

Levitate. the brain muncher casts the levitate spell on itself.

Bonus Actions

the brain muncher teleports up to 30 feet to an unoccupied space it can see. tamer must finish a short or long rest before the brain muncher can use this feature again.

Death shroud CR: 1

Medium undead,
Armor Class: 13
Hit Points: 54
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

9 -1

DEX

13 +1

CON

12 +1

INT

14 +2

WIS

13 +1

CHA

8 -1

Skills:

medicine +3 thieves tools +3

Damage Immunities: poison
Condition Immunities: blinded, charmed, poisoned
Senses:

blind sense 60ft

Challenge Rating: 1
Proficiency Bonus: +3

morbid curiosity- the Death shroud is easily distracted by fresh corpses. when it locates a corpses that has been dead for less than an hour(and didn't witness it die) it must make a dc 11 wis save or get distracted and spend its time inspecting the body. it must make a medicine check on the corpse and succeed for it to become immune to the allure of that corpse

Multi-Attack- the death shroud can attack twice with its action using slap or lich slap

undead fortitude 1- +1 to AC, in addition when the death shroud is reduced to 0 hit points it must make a con save with a dc of 5+ the damage taken, unless the damage is radiant or from a critical hit. on a success, the death shroud drops to 1 hit points instead

go for the throat+1 to hit and damage

toughen up+1

Actions

Slap. melee weapon attack +5 to hit reach 5ft -(1d8+2)

Lich slap. range spell attack +5 range 30ft one creature . on hit the creature takes 2d6 +1necrotic damage and the target can regain hit points until the start of death shrouds next turn.

Bonus Actions

grave robber- the death shroud is always under the effect of the detect magic spell with the same range as its blindsight(60ft). as an action it can share this vision with the tamer.

the death shroud can use its bonus action to use its thieves tools to disarm a trap or open a lock or take the use an object action.

Reactions

hulking protector- when a creature the death shroud can see attacks a taget that is within 5ft of the death shroud, it can use its reaction to decrease the dame the target takes by 1d10, when the tamer reaches 13th level the damage reduction increases to 2d10.

Recycle- as a reaction when the death shroud kills a creature with its slap or lich slap, or as an action when the death shroud is within 5ft of a corpse that has died within an hour, it can absorb some of the corpse mass into itself regaining 1 hit die of the creature and gain temporary hit points equal to the role. In addition if the corpse is equal to or larger than the death shroud, the death shrouds size increases by one size category until the tamer takes a short or long rest. it cant increase its size more than once this way. while enlarged by this feature the death shroud has advantage on strength checks and saving throws. it gains a +2 bonus to the attack roll of its slap and it deals an extra 1d4 bludgeoning damage on a hit.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 285

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Psychic   Saving Throws: Wisdom   Description: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At higher levels:
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Class(es): Bard

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

rafin

Howl

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self (1,000-foot-radius sphere)
Components: v
Duration: 1 round

You utter a bestial, magically-augmented howl that can be heard for 1,000 feet . The howl can manifest as any animal call you’ve heard, such as the screech of a hawk or trumpet of an elephant . Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner . Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl’s meaning . Otherwise, the howl is unintelligible to creatures that can hear it

Available for: Druid, Tamer

rafin

Ferocious Strike

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S,
Duration: Instant

With a pulse of adrenaline, a tremendous ferocity comes upon you . Make one weapon attack against a target within your reach or range . If this attack hits, the target takes additional 1d4 damage of the weap on’s damage type

At higher levels:

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4)

Available for: Class: Bard, Druid, Sorcerer, Tamer, Warlock

rafin

Stalkers eye

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M (small magnifying lens)
Duration: Concentration, up to 1 minute

A willing creature you touch gains a preternatural abil ity to perceive the weaknesses in a creature’s defenc es. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends

At higher levels:

This spell augments the creature’s ability to strike at vital points when you reach certain levels . When you reach 5th level, the augmented attack scores a criti cal hit on a roll of 19 or 20 . At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20

PHB

Resistance

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: A miniature cloak
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
Available for: Artificer, Cleric, Druid

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 Minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Level 1 Spells

rafin

Initiative

0-level (Cantrip) Enchantment

Casting Time: 1 reaction, which you take when initiative is rolled
Range/Area: 30 feet
Components: V, S, M *
Duration: Instant

As a reaction when initiative is rolled, choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal . If the target is not surprised, it gains advantage on the initiative roll that prompted this spell

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st

Available for: Bard, Ranger, Sorcerer, Tamer, Wizard

rafin

peppermint plate

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M *
Duration: Concentration, up to 1 hour

A protective layer of hot, hard peppermint icing coats you . For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st

Available for: Cleric, Paladin, Sorcerer, Tamer, Warlock, Wizard

PHB

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: a drop of blood
Duration: Concentration, up to 1 minute
Attack/Save: Charisma Save
Damage/Effect: Debuff

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

At higher levels:

You can target one additional creature for each spell slot level above 1.

Available for: Bard, Cleric, Illrigger, Warlock

PHB

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A small amount of alcohol or distilled spirits
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

PHB

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Cleric

PHB

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

Level 2 Spells

rafin

Inequality

2-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M *
Duration: Concentration, up to 1 minute

You twist the fates of two creatures you can see, both of whom must be within range . Choose one target to favour and one to disfavour . The disfavoured target must succeed on a Charisma saving throw or the following effects occur: • Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw . • Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw . • The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half . These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends . While under the influence of this spell, a favoured tar get can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd

Available for: Bard, Cleric, Paladin, Tamer

rafin

eelskin

2-level Evocation

Casting Time: 1 action or bonus action
Range/Area: Touch
Components: V, S, M *
Duration: Concentration, up to 1 minute
Damage/Effect: Lightning

You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature’s unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges . Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd

Available for: Druid, Sorcerer, Tamer, Warlock, Wizard

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