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Cleric Hermit

CLASS & LEVEL BACKGROUND PLAYER NAME

Protector Aasimar
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
11 +0 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 10


Strength
DEXTERITY
Dexterity

+0 Constitution
CURRENT HIT POINTS IDEALS
Intelligence
10 ● +5
Wisdom
● +4
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

1/1
Acrobatics (Dex) Total SUCCESSES
14
Animal Handling (Wis) d8+2 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)

+1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Quarterstaff +1 1d6/8-1 B Darkvision: 60ft
13 ●
+5
Insight (Wis)
Celestial Resistance:
Intimidation (Cha)
Resistance to Radiant and
WISDOM Investigation (Int)
Necrotic Damage

+5
Medicine (Wis)
+3 Nature (Int)
Healing Hands: Action; Touch
a creature and cause it to
Perception (Wis)
1+15 regain a number HP=your
Performance (Cha)
level. Once per long rest
CHARISMA

+4
Persuasion (Cha)

+3
Religion (Int)
+2 Life of Seclusion: I was a
Sleight of Hand (Dex)
Stealth (Dex)
pilgrim in search of a relic of
2+12
Survival (Wis)
spiritual significance
Feature: Discovery;
SKILLS ATTACKS & SPELLCASTING

Prepared Spells:
13 PASSIVE WISDOM (PERCEPTION)
CP Scroll case stuffed Cleric lvl+wis mod= 4
full of notes from your
SP prayers, winter Life Domain:
Common, Celestial, Draconic,
blanket, common Disciple of Life: Whenever
EP
clothes, herbalism you use a spell of 1st lvl or
Armour: Light, Medium,
Kit, Quarterstaff, higher to restore HP to a
Heavy, Shields GP 20 leather armour, creature, that creature regains
priest's pack, holy additional HP = 2+ the spell's
Weapons: Simple Weapons PP
symbol level
Tools: Herbalism
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

I became a Hermit because I


lost everything - my home, my
family, my friends. Going it
alone was all I could do.

I became a Cleric because a


supernatural being in service
to the Gods called me to
become a divine agent in the
world.

2 Life Events

You made an enemy of an


ADDITIONAL FEATURES & TRAITS
adventure (Dwarf Fighter).
You are blameless for the rift.

You committed a crime or


were wrongly accused of one.
Murder. You were nearly
caught in the act. You had to
flee and are wanted in the
community where the crime
occurred.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

Light
Sacred Flame
Thaumaturgy
Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

8
● Bless (Domain)

● Cure Wounds (Domain)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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