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Cleric 10 Solidarity Domain

CLASS & LEVEL BACKGROUND PLAYER NAME


Basri Ket
Human Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +0 9m
+3 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 83


+4
Strength
DEXTERITY

+0 ●


+0

+7
Dexterity
Constitution
83
CURRENT HIT POINTS IDEALS
+0
Intelligence
10 ● +7
Wisdom
● +5
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 10d8
+0
Acrobatics (Dex) Total SUCCESSES
16
+3
Animal Handling (Wis) 10d8 FAILURES

+0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+7
Athletics (Str)

+0 +1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+0
History (Int) CLERIC FEATURES:
Great Axe +7 1d12+3 Sl
11 +3
Insight (Wis) Spellcasting:
You can cast prepared Cleric spells using Wisdom
+1
Intimidation (Cha)
as your spellcasting ability and prepared Cleric
WISDOM +0
Investigation (Int) spells as rituals if they have the ritual tag. You can
use a Holy Symbol as a spellcasting focus. See
+3
Medicine (Wis)
+3 +0
Nature (Int)
the Player’s Handbook for further details.

Channel Divinity: Turn Undead


16 +3
Perception (Wis) As an action, you present your holy symbol and
speak a prayer censuring the undead. Each

+5
Performance (Cha)
undead that can see or hear you within 30 feet of
CHARISMA

+5
Persuasion (Cha) you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1

+4
Religion (Int) minute or until it takes any damage. A turned
+1 +0
Sleight of Hand (Dex)
creature must spend its turns trying to move as far
away from you as it can, and it can't willingly move
+0
Stealth (Dex) to a space within 30 feet of you. It also can't take
12 reactions. For its action, it can use only the Dash
+3
Survival (Wis) action or try to escape from an effect that prevents
it from moving. If there's nowhere to move, the
SKILLS ATTACKS & SPELLCASTING
creature can use the Dodge action.

Destroy Undead
13 PASSIVE WISDOM (PERCEPTION)
Starting at 5th level, when an undead fails its
CP Chainmail saving throw against your Turn Undead feature,
Great Axe the creature is instantly destroyed if its challenge
rating is at or below a certain threshold (CR 1)
SP Cartouche of
Light Armor Divine Intervention
Solidarity (Holy
Medium Armor Beginning at 10th level, you can call on your deity
EP
Symbol) to intervene on your behalf when your need is
Shields great.
Imploring your deity's aid requires you to use your
Simple Weapons GP action. Describe the assistance you seek, and roll
Great Axe percentile dice. If you roll a number equal to or
lower than your cleric level, your deity intervenes.
Languages: Common, PP The DM chooses the nature of the intervention;
the effect of any cleric spell or cleric domain spell
Minotaur would be appropriate. If your deity intervenes, you
can't use this feature again for 7 days. Otherwise,
you can use it again after you finish a long rest.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Basri Ket
CHARACTER NAME EYES SKIN HAIR

FEATS: NAME

Resilient (Constitution):
Increase the chosen ability
score by 1, to a maximum of 20.
You gain proficiency in saving
throws using the chosen ability.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

SOLIDARITY DOMAIN FEATURES:

Solidarity’s Action:
When you take the Help action to aid an ally’s attack, you can make one weapon attack as a bonus action.

Channel Divinity: Preserve Life


You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and
evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any
creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to
no more than half of its hit point maximum. You can’t use this feature on an undead or a construct

Channel Divinity: Oketra’s Blessing


You can use your Channel Divinity to rally your allies. As an action, you present your holy symbol and bolster
your allies within a 9m radius centered around you (you included). Until the End of your next turn, the first
attack of each affected person each turn is made with advantage.

Divine Strike
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit
a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type
dealt by the weapon to the target.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Word of Radiance ● Beacon of Hope

Guidance ● Crusader's Mantle

Light ● Spirit Guardians

Sacred Flame ● Mass Healing Word

Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Bless

● Guiding Bolt
4 3
● Shield of Faith

● Healing Word ● Aura Of Life


SPELLS KNOWN

● Protection from Good & Evil ● Guardian of Faith

● Stone Shape

● Freedom of Movement

2 3
● Aid

● Warding Bond

● Gentle Repose
5 2
● Prayer of Healing

● Calm Emotions ● Circle of Power


9
● Mass Cure Wounds

● Hallow

● Greater Restoration

● Holy Weapon

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

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