Kassoon

This is homebrew, submitted by a member of the community.

Fallen Hero (Cleric)

Fallen Hero (Cleric)

Medium Creature, NeutralMedium Creature, Neutral
Armor Class 1313
[~<13]
+/-/*
Hit Points 2424
[~1-6]
Speed 30 ft.30 ft.

STR
16 (+3)
DEX
15 (+2)
CON
8 (-1)
INT
14 (+2)
WIS
19 (+4)
CHA
16 (+3)

Token URL:
Saving Throws -+7 wis
-+7 cha
-+7 wis
-+7 cha

Skills - -
Damage Vulnerabilities
Damage Resistances -
Damage Immunities -
Condition Immunities - -
Senses Passive Perception 14Passive Perception 14
Languages CommonCommon
PB +2
Challenge 0 (10 XP)

[+instructions]

Actions

[~Hit +2, DC <13, DPR 0-1]

Attacks

Warhammer.melee, +3 to hit, 1d8+3 damage


Crossbow, light.ranged, +5 to hit, 1d8+2 damage


Actions
Channel Divinity: Preserve Life

Distribute 25 HPs healing among any creatures within 30 ft., each can be restored to at most 1/2 their HP max.

Channel Divinity: Turn Undead

Undead within 30 feet must make a DC 15 Wisdom save or be turned for 1 min. or until damaged.


Features, Traits, and Feats
Channel Divinity

Channel divine power using Turn Undead or one of your domain Channel Divinity options. (use once/rest).

Destroy Undead

Destroy CR 1/2 or less creatures who fail turn save.

Disciple of Life

1st level or greater healing spells increase healing by 2 + spell's level HPs.

Shelter the Faithful

You and your companions can expect free healing at an establishment of your faith.


Spells

Divination cantrip
Casting Time:1 action
Range:Touch
Duration: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.

Abjuration cantrip
Casting Time:1 action
Range:Touch
Duration:Concentration, up to 1 minute
Components:V, S, M (a miniature cloak)

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

Evocation cantrip
Casting Time:1 action
Range:60 feet
Duration:Instantaneous
Components:V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw.

1st-level Evocation
Casting Time:1 action
Range:120 feet
Duration:1 round
Components:V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


1
cast spell
1st-level Evocation
Casting Time:1 bonus action
Range:60 feet
Duration:Instantaneous
Components:V

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.

1st-level Necromancy
Casting Time:1 action
Range:Touch
Duration:Instantaneous
Components:V, S

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.

2nd-level Enchantment
Casting Time:1 action
Range:60 feet
Duration:Concentration, up to 1 minute
Components:V, S, M (a small, straight piece of iron)

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

2nd-level Illusion (can be cast as ritual)
Casting Time:1 action (ritual)
Range:120 feet
Duration:Concentration, up to 10 minutes
Components:V, S

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

3rd-level Transmutation (can be cast as ritual)
Casting Time:1 action (ritual)
Range:Touch
Duration:8 hours
Components:V, S

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Attacks
Warhammer.melee, [+3] to hit, [1d8+3] damage


Crossbow, light.ranged, [+5] to hit, [1d8+2] damage


Actions
Channel Divinity: Preserve Life
Distribute 25 HPs healing among any creatures within 30 ft., each can be restored to at most 1/2 their HP max.

Channel Divinity: Turn Undead
Undead within 30 feet must make a DC 15 Wisdom save or be turned for 1 min. or until damaged.


Features, Traits, and Feats
Channel Divinity
Channel divine power using Turn Undead or one of your domain Channel Divinity options. (use once/rest).

Destroy Undead
Destroy CR 1/2 or less creatures who fail turn save.

Disciple of Life
1st level or greater healing spells increase healing by 2 + spell's level HPs.

Shelter the Faithful
You and your companions can expect free healing at an establishment of your faith.


Spells

Divination cantrip
Casting Time:1 action
Range:Touch
Duration: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.

Abjuration cantrip
Casting Time:1 action
Range:Touch
Duration:Concentration, up to 1 minute
Components:V, S, M (a miniature cloak)
You touch one willing creature. Once before the spell ends, the target can roll a [d4] and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Evocation cantrip
Casting Time:1 action
Range:60 feet
Duration:Instantaneous
Components:V, S
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take [2d8] radiant damage. The target gains no benefit from cover for this saving throw.

1st-level Evocation
Casting Time:1 action
Range:120 feet
Duration:1 round
Components:V, S
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes [4d6] radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [1d6] for each slot level above 1st.


1
cast spell
1st-level Evocation
Casting Time:1 bonus action
Range:60 feet
Duration:Instantaneous
Components:V
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.

1st-level Necromancy
Casting Time:1 action
Range:Touch
Duration:Instantaneous
Components:V, S
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.

2nd-level Enchantment
Casting Time:1 action
Range:60 feet
Duration:Concentration, up to 1 minute
Components:V, S, M (a small, straight piece of iron)
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

2nd-level Illusion (can be cast as ritual)
Casting Time:1 action (ritual)
Range:120 feet
Duration:Concentration, up to 10 minutes
Components:V, S
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

3rd-level Transmutation (can be cast as ritual)
Casting Time:1 action (ritual)
Range:Touch
Duration:8 hours
Components:V, S
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals [6d6] bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Legendary Actions

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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