Jiiva Eturb
Level 9 (0/64000 XP for level-up)
Background The Architects (War)
Size Medium
Species Dragonborn
Martyr
Subclass Ascension
Level 9
Hit dice 9/9
1d12+4

STR 14
+2
STR save: +6
DEX 10
+0
DEX save: +0
CON 18
+4
CON save: +8
INT 8
-1
INT save: -1
WIS 18
+4
WIS save: +8
CHA 10
+0
CHA save: +0

Initiative (DEX)
+0
Speed
30
Passive Perception
14
Heroic Inspiration
Armor Class (AC)
18
Half Plate
Hit Points
165 / 165
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+8
Ability
WIS
Abi Mod
+4
Save DC
16
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Maul +6 STR 2d6+2 Bludgeoning
  Properties: Heavy, Two-handed Topple
Armor ( AC Mod: +3 )
W T  Armor AC D Properties
Half Plate 15 The wearer has Disadvantage on Dexterity (Stealth) checks.
Skills
P/E Bonus Skill Abi
+0 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
+6 Athletics STR
+0 Deception CHA
-1 History INT
+8 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
+4 Medicine WIS
-1 Nature INT
+4 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 65, Platinum: 0
Treasure and Equipment
Hydraulic Jacks (Tier 2)
Sensory Enhancements (Tier 2)
Proficiencies, Languages, and Talents
Athletics, Perception, Intimidation
Healers' Kit
Features & Traits

Level 1: Armor of Faith


MC:VSS

Your divine connection shields you from harm. You gain one of the following benefits of your choice.

Anointed Armor
You have training with Medium armor. While you are wearing armor, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class.

Unarmored Defense
While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. You can use a Shield and still gain this benefit.

Level 1: Spellcasting


MC:VSS

The gods demand that you sacrifice Hit Points to cast divine magic.

Hit Point Spellcasting
To cast one of your level 1+ Martyr spells, you take Radiant damage to create a spell slot for that spell, which is immediately expended to cast it. The amount of Radiant damage you take is listed in the Damage column on the Hit Point Spellcasting table. This damage ignores Resistance and Immunity and bypasses Temporary Hit Points.

When you cast a Martyr spell, you choose the level of spell slot that you create, whose level is no higher than what's shown in the Max Slot Level column of the Martyr Features table for your level.

Hit Point Spellcasting
Spell Slot Level | Damage
1 | 5
2 | 10
3 | 20
4 | 30
5 | 40
Spell Uses
When you cast one of your level 1+ Martyr spells, you expend one use of your spell uses in addition to taking Radiant damage. You can cast a total number of spells up to the number listed in the Spell Uses column of the Martyr Features table. You regain all spell uses when you finish a Long Rest.

Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Martyr spells. Command and Guiding Bolt are recommended.

The number of spells on your list increases as you gain Martyr levels, as shown in the Prepared Spells column of the Martyr Features table. Whenever that number increases, choose additional Martyr spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what's shown in the table's Max Slot Level column for your level.

If another Martyr feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Martyr spells for you.

Changing Your Prepared Spells
Whenever you finish a Long Rest, you can replace one spell on your list with another Martyr spell for which you have spell slots.

Concentration
When a Martyr feature causes you to take Radiant damage, you don't make Constitution saving throws to maintain Concentration as a result of taking this damage.

Healing Magic
Because your power is derived from mortal suffering, you can't regain Hit Points from any spell you cast.

Spellcasting Ability
Wisdom is your spellcasting ability for your Martyr spells.

Spellcasting Focus
You can use a Holy Symbol as a Spellcasting Focus for your Martyr spells.

Level 1: Weapon Mastery


MC:VSS
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Javelins and Longswords.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Level 2: Miraculous Healing


MC:VSS
As a Bonus Action, you can heal your own wounds. Roll one of your unexpended Hit Point Dice and regain a number of Hit Points equal to the roll's total plus your Constitution modifier. This die is then expended.
As you gain Martyr levels, you can expend more dice each time you use this feature, adding your Constitution modifier to each Hit Point Die you roll. The number of Hit Point Dice you can expend equals half your Martyr level, round down.

Level 2: Reprisal


MC:VSS
When you take damage from a creature you can see within 5 feet of yourself, you can take a Reaction to halve the damage taken. The creature takes 1d6 Necrotic or Radiant damage (your choice).
At Higher Levels. The damage increases by 1d6 when you reach Martyr levels 5 (2d6), 11 (3d6), and 17 (4d6).

Level 3: Martyr Subclass


MC:VSS
You gain a Martyr subclass of your choice. A subclass is a specialization that grants you features at certain Martyr levels. For the rest of your career, you gain each of your subclass's features that are of your Martyr level or lower.

Burden of Ascension


MC:VSS

Ascend to Godhood

The gods have set an arduous path for your life, replete with labors, challenges, and trials designed to test your morality and resolve. You likely won't succeed. However, if you best the gods' trials and die in marvelous glory, you will ascend to the afterlife as a demigod.

Perhaps the gods envision you as a replacement for a recently-deceased god, or perhaps they raise dozens of demigods to do their bidding across the planes of existence. Regardless of your status, immortality after death awaits.

Level 3: Burden of Ascension Spells
MC:VSS
Your mortal burden ensures you always have certain spells ready. When you reach a Martyr level specified in the Ascension Spells table, you thereafter always have the listed spells prepared.

Ascension Spells
Martyr Level | Spells
3 | Divine Favor, Heroism
5 | Enhance Ability, Locate Object
9 | Beacon of Hope, Protection from Energy
13 | Death Ward, Locate Creature
17 | Hold Monster, Legend Lore

Level 3: Herculean Surge
MC:VSS
As a Bonus Action, you can gain a bonus to your Strength and Dexterity scores for 1 minute. This bonus is +4 if the ability score is 14 or lower, or +2 otherwise, up to a maximum of 22.

Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by taking 5 Radiant damage. This damage ignores Resistance and Immunity, and bypasses Temporary Hit Points.

Level 3: Sacrifice


MC:VSS
The gods demand that you undergo trials to curry their favor, granting you the following benefits.

Sacrificial Strike
When you deal damage to a creature with a Melee weapon or Unarmed Strike, you can take a Bonus Action to enhance the strike. You take 5 Radiant damage and the target takes an extra 10 Radiant damage. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.

Sacrificial Skill
Once per turn when you fail a D20 Test, you can take 10 Radiant damage to gain a +5 bonus to that roll, potentially turning it into a success. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. If the test still fails, you don't take this Radiant damage.

Level 4: Ability Score Improvement


PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Marytr levels 8, 12, and 16.

Level 5: Extra Attack


PHB'24 p53
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 6: Subclass Feature


MC:VSS
You gain a feature from your Martyr Subclass.

Olympic Agility
You gain a Climb Speed and Swim Speed equal to your Speed. Additionally, Difficult Terrain doesn't cost you extra movement.

Level 7: Sacrifice Foe


MC:VSS
When you make an attack or damage roll that is improved by your Sacrifice feature, and the attack reduces an enemy to 0 Hit Points, you don't take Radiant damage from using the feature.

Level 8: Ability Score Improvement


PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 9: Divine Respite


MC:VSS
When you finish a Short Rest, you can choose to regain up to 3 expended Hit Point Dice. Once you use this feature, you can't do so again until you finish a Long Rest.
The number of expended Hit Point Dice you regain increases when you reach levels 13 (6 Hit Point Dice) and 17 (10 Hit Point Dice).

Race


Dragonborn
PHB'24
p187
Creature Type: Humanoid

Size: Medium (about 5-7 feet tall)

Speed: 30 feet

Draconic Ancestry
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

Draconic Ancestor: Copper/Acid

Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision
You have Darkvision with a range of 60 feet.

Draconic Flight
When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.

Feats


Medium Armor Master
PHB'24
p205
General Feat (Prerequisites: Level 4+, Medium Armor Training)
You gain the following benefits.

Ability Score Increase
Increase your Strength or Dexterity by 1, to a maximum of 20.

Dexterous Wearer
While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher.


Resilient
PHB'24
p206
General Feat (Prerequisite: Level 4+)
You gain the following benefits.

Ability Score Increase
Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20.

Saving Throw Proficiency
You gain saving throw proficiency with the chosen ability. (Constitution)

Origin



The Demilor Warriors

Origin Skills: Choose one skill to be proficient in from Athletics, Acrobatics, Martial, Survival, or Arcana and Gain one Proficiency in One Weapon of your Choice.

Faction Loyalty 1
Architect of War
Once you join this faction increase your Max Hp by your constitution mod multiplied by your current level. Whenever you gain a level thereafter, add your Constitution mod again plus 1d4 in addition to your max hp roll. You can add half your Constitution modifier (Rounded down) to Intelligence skill checks.

Price of War
You cannot choose the median when rolling for hp per level up.

Faction Loyalty 2
The Chains of Battle
As a bonus action you may use 10 hit points to summon metallic chains to chain two hostile creatures together. Creatures that are chained cannot move away from up to 30 feet away from each other and those that are chained together bleed together, once per turn if you deal damage to one chained creature the other takes half that damage in fire damage. You cannot chain the same two creatures more than once but, you can chain one of the same creature to another creature that hasn’t been chained. You can only do Twice per long rest.
Spellcasting
Prepared: Guiding Bolt, Sanction, Aid, Lesser Restoration, Warding Bond, Divine Wrath
Backstory
Jiva Eturb is a small local RipperDoc that also works to protect their would-be patients from others. She has practiced on herself many times which has resulted in her swapping out both of her legs with full prosthetics and both of her eyes and even part of her brain with cyberware.
Notes
Rolled: 15 STR/17 DEX/18 CON/12 INT/16 WIS/12 CHA
Lvl 1: 15 STR/18 DEX/20 CON/12 INT/16 WIS/12 CHA
Lvl 4: 16 STR/18 DEX/20 CON/12 INT/16 WIS/12 CHA (Sentinel)
Lvl 8: 16 STR/19 DEX/20 CON/12 INT/16 WIS/12 CHA (Polearm Master)


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Created by

Easton2.

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