5.5e

Syvren [Donnil Phage]

Human Fighter 7
87
21
2
 
Summary

Trackables
Spell Points (8/11)
Prism Reserve (3/3)
Wounds (0/4)
Miracles (3/5)
Hit Dice (9/9)
Prism Recharge Days (1/90)
Grit (3/3)
Action Surge (1/1)
Channel Divinity (2/2)
Ability Scores
Str
5
5
Dex
2
5
Con
1
4
Int
-1
-1
Wis
5
8
Cha
0
0
Defenses

21
0
Equipment
Total Weight: 74 lb
Weapon
Equipped Items
Head
none
Shoulders
none
Wrists
none
Hands
none
Feet
none
Main Hand
Off Hand
Actions
d4 /
d6 /
d8 /
d10 /
d12 /
d20 /
d100
Touch of Life
Damage 8d8+5
Melee
Unarmed Strike Blugeoning
To Hit +8
Damage +6
Longsword Slashing
To Hit +8
Damage 1d8+5
Longsword (Imbued) Slashing and Radiant
To Hit +8
Damage 1d8+8d8+9
Spells
Level 1
Cure Wounds [Abjuration] - Heal hit points equal to 2d8 + modifier; increases with slot level.
Heal 2d8+5
Detect Evil and Good [Divination] - Sense aberrations/celestials/elementals/fey/fiends/undead and Hallow
Guiding Bolt [Evocation] - Hurl a radiant bolt that deals damage and grants advantage on the next attack.
To Hit +8
Damage 4d6
Protection from Evil and Good [Abjuration] - Protect a creature from specified creature types, disadvantaging them.
Purify Food and Drink [Transmutation] - Remove poison and spoilage from nonmagical food and drink in an area.
Shield of Faith [Abjuration] - Grants +2 bonus to AC to a creature within range.
Level 2
Hold Person [Enchantment] - Paralyze a humanoid that fails its Wisdom save until it repeats the save each turn.
Magic Weapon [Transmutation] - Make a weapon magical, granting +1 to hit and damage for 1 hour.
Prayer of Healing [Abjuration] - Heal up to five creatures for 2d8 HP and grant short rest benefits.
Heal 2d8
Silence [Illusion] - Creates a 20-foot-radius sphere where no sound can occur, deafening creatures.
Spiritual Weapon [Evocation] - Create a floating spectral weapon that makes melee spell attacks each turn.
To Hit +8
Damage 1d8+5
Level 3
Crusader's Mantle [Evocation] - Creatures within 30’ deal an additional 1d4 radiant damage
Protection from Energy [Abjuration] - A creature gains resistance to one energy type
Remove Curse [Abjuration] - End all curses on a creature or object you touch.
Revivify [Necromancy] - Bring back a creature that died within the last minute with 1 HP.
Spirit Guardians [Conjuration] - Summon spirits that slow and damage enemies in an emanation around you.
Wis Save 16
Damage 3d8
Level 4
Aura of Life [Abjuration] - Radiates a 30-foot aura granting necrotic resistance.
Aura of Purity [Abjuration] - Aura of Purity protects you and nearby allies from poison and many debilitating conditions.
Freedom of Movement (War) [Abjuration] - Unhindered by difficult terrain, paralysis, restraints, and grants swim speed.
Stoneskin (War) [Transmutation] - Grant resistance to bludgeoning, piercing, and slashing damage.
Abilities
Action Surge (Fighter 2) - Gain one extra action once per rest.
Blessed Strikes (Cleric 7) - Add extra necrotic/radiant damage or bonus to cantrips.
Channel Divinity (Cleric 2) - Use divine effects like Spark or Turn Undead twice per rest.
Extra Attack (Fighter 5) - Attack twice when taking the Attack action.
Fighting Style (Fighter 1) - Gain and replace a Fighting Style feat.
Guided Strike (War 3 CD) - Channel Divinity: turn an ally’s miss into a hit (+10).
Improved Critical (Champion 3) - Score crits on 19–20 with weapons and unarmed strikes.
Remarkable Athlete (Champion 3) - Advantage on initiative and athletics plus movement on crit.
Sear Undead (Cleric 5) - Deal radiant damage on Turn Undead equal to multiple d8s.
Second Wind (Fighter 1) - Bonus action to regain HP.
Tactical Mind (Fighter 2) - Spend Second Wind to boost a failed ability check.
Tactical Shift (Fighter 5) - Move half speed after activating Second Wind.
War God's Blessing (War 6 CD) - Cast Shield of Faith or Spiritual Weapon for free w/o concentration
War Priest (War 1) - Make one weapon attack as bonus action
Weapon Mastery (Fighter 1) - Use mastery properties for chosen weapon types.
Feats
Ability Score Improvement (Veylantia 3) - Increase one or two ability scores, up to a maximum of 20.
Ability Score Improvement (Veylantia 7) - Increase one or two ability scores, up to a maximum of 20.
Careful Observer (Background) - Watchful eye; uncover a settlement’s hidden powers.
Dancer of Life (Veylantia 1) - You can channel positive energy to heal the living and harm the dead.
Dancer of War (Veylantia 2) - Empower your attacks with the power of the Twin Gods.
Defense (Fighting Style) - +1 bonus to AC while wearing armor.
Expert Proficiency (Veylantia 5) - Gain expertise in a skill or tool.
Minion (Fighter 6 [Sōn]) - You have a faithful and steadfast companion.
Protection (Champion 7) - Reaction: impose Disadvantage on an attack near you.
Resilient (Human 1) - You gain proficiency in a saving throw of your choice
Shield Master (Fighter 4) - You can shove a creature with your shield as part of your attack.
Tough (Human Bonus) - +2 HP / Level
Origin
Skills
9
18
2
-1
8
0
-1
11
0
-1
8
-1
8
0
3
11
2
8
Spellcasting

16
8
Proficiency
3