Sabine of The Mandrille: Cleric (Forge) Artisan Human

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Cleric (Forge) Artisan

Sabine of the Mandrille


Human

18 -1 30
+3 +2
16
17 24
+3

-1

-1 +2

8 +5

+2

+2 2 3
-1

14 +3
d8
0

+5

0 0

0
Heavy Armor Master: Nonmagical
Warhammer +5 d8+3 piercing, bludgeoning, and slashing
10 +5
damage is reduced by 3.
0

0 Blessing of the Forge: At the end of a long


rest, you may imbue one weapon, set of
+3
+3
armor, or shield with a +1 bonus.
0
Sacred Flame: One target that
+5 Channel Divinity (Recharge on short
16 you can see within 60 feet rest.)
0
must make a DC13 Dexterity -- Turn Undead: As an action, you present
0
your holy symbol and speak a prayer
+2
saving throw or take 1d8 censuring the undead. Each undead within
radiant damage.
0 -1
30 feet of you must make a Wisdom
saving throw or be turned for one minute
-1 (Disadv.) or until it takes any damage. A turned
10 +3 creature must spend its turns trying to
move as far away from you as it can, and
it can't willingly move into a space within
30 feet of you. It also can't take reactions.
For its action, it can only use the Dash
15 Warhammer action or try to escape from an effect that
prevents it from moving.
Chain Mail -- Artisan's Blessing: As a 1 hour ritual,
Shield (Holy Symbol) you can forge up to 100gp worth of metal
Languages: into a nonmagical object of the same
-- Common Priest's Pack:
value.
-- Dwarvish -- Backpack Cantrips:
-- Blanket -- Guidance: You touch one creature. The
-- 10 candles target can add an additional 1d4 to the
Tools: -- Tinderbox next ability check it makes within the next
-- Smith's Tools -- Alms Box minute.
-- 2 blocks of incense -- Mending: As a 1 minute ritual, you repair
-- Censer a single break or tear in a nonmagical
-- Vestments object.
Cleric Wis (+3) 13 +5

Bless Heat Metal


Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60ft
Duration: Concentration, 1 minute Duration: Concentration, 1 minute
Guidance Bless up to 3 creatures. Whenever they make You cause one metal object within range to
Mending an attack roll or saving throw, they can add 1d4 glow red hot. Any creature in contact with the
Sacred Flame to their d20 roll. object takes 2d8 damage when you cast the
spell. On future turns, you can use your bonus
Guiding Bolt action to cause this damage again. A creature
Casting Time: 1 action holding the object must succeed on a DC13
Range: 120 feet Con save after taking damage from it or drop
Make a ranged spell attack against the target. the item. If it doesn’t drop the item, it has
On a hit, target takes 4d6 radiant damage, and disadvantage on attack rolls and ability checks
the next attack made against the target before until the start of your next turn.
the end of your next turn has advantage.
Lesser Restoration
3 4 Healing Word Casting Time: 1 action
Casting Time: 1 bonus action Range: Touch
Range: 60 feet You end one condition affecting the target
Target regains hit points equal to 1d4 + your (blinded, deafened, paralyzed, or poisoned.)
Bless
spellcasting ability modifier.
Guiding Bolt
Magic Weapon
Healing Word Identify Casting Time: 1 bonus action
Identify Casting Time: 1 minute Range: Tough
Inflict Wounds Range: Touch Duration: Concentration, 1 hour
Searing Smite You learn the properties of one item. One weapon you touch gains +1 bonus to
Shield of Faith
attack and damage rolls.
Inflict Wounds
Casting Time: 1 action Spiritual Weapon
Range: Touch Casting Time: 1 bonus action
Make a melee spell attack against a creature. Range: 60 feet
On a hit, the target takes 3d10 necrotic Duration: 1 minute
damage. You create a floating, spectral weapon. When
you cast the spell, you can make a melee spell
Searing Smite attack against a creature within 5 feet of the
2 Casting Time: 1 bonus action weapon. On a hit, the target takes force
Range: Self damage equal to 1d8 + your spellcasting ability
Heat Metal Duration: Concentration, 1 minute modifier.
Lesser Restoration The next time you hit a creature with a melee As a bonus action on your next turns, you can
weapon attack, it deals an extra 1d6 fire move the weapon up to 20 feet and repeat the
Magic Weapon
damage and causes the target to ignite in attack.
Spiritual Weapon
flames. At the start of each of its turns, the
target must make a Constitution saving throw
or take 1d6 fire damage. The spell ends on a
successful save or if the creature or an ally
uses an action to douse the flames.

Shield of Faith
Casting Time: 1 bonus action
Range: 60 feet
Duration: Concentration, 10 minutes
One creature of your choice gains +2 AC.

You might also like