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Cleric (2) Sailor santos

CLASS & LEVEL BACKGROUND PLAYER NAME


Günther Mondmaul Dwarf/Hill Dwarf Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I never pass up a friendly wager.

+2 +2 PROFICIENCY BONUS
18
ARMOR
CLASS
-1 25
INITIATIVE SPEED
I stretch the truth for the sake of
a good story.
14 PERSONALITY TRAITS

Hit Point Maximum 21


+2 Strength
DEXTERITY Aspiration. Someday I'll own my own
-1 Dexterity ship and chart my own destiny. (Any)

-1 +3 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

8 ●
+5 Wisdom

+1 Charisma
In a harbor town, I have a paramour
whose eyes nearly stole me from the
CONSTITUTION SAVING THROWS sea.
TEMPORARY HIT POINTS BONDS

+3 -1 Acrobatics (Dex) SUCCESSES I can't help but pocket loose coins


16 +3 Animal Handling (Wis)
2x(1d8+3) and other trinkets I come across.
FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+4 Athletics (Str)

+1 ●
-1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE

12 ●
+5 Insight (Wis)
Warhammer +4 1d8+2 bludgeoning
Alms Box
WISDOM
-1 Intimidation (Cha)
+1 Investigation (Int)
Mace +4 1d6+2 bludgeoning
Backpack
+3 Medicine (Wis) Blanket
+3 +1 Nature (Int)
Candle x10

+5 Perception (Wis) Number of
16
-1 Performance (Cha)
Attacks: 1 Censer
CHARISMA
-1 Persuasion (Cha)
+1 Religion (Int)
Chain mail
-1 -1 Sleight of Hand (Dex) Clothes, common
8
-1 Stealth (Dex)
Emblem
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Incense x2
Pouch
15 PASSIVE WISDOM (PERCEPTION)
CP Rations (1 day)
SP
x2
Tool Proficiencies: Mason's Tools;
Navigator's Tools; Water Vehicles Rope, silk
Weapon Proficiencies: Battleaxe;
EP
Shield
Handaxe; Light hammer; Simple;
Warhammer GP
10 Tinderbox
Armor Proficiencies: Light; Medium; PP
Vestements
Shields
Waterskin
Language Proficiencies: Common;
Dwarvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
95 1,35 m 180 kg
AGE HEIGHT WEIGHT
Günther Mondmaul
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

0 CANTRIPS 3 6
Guidance
Thaumaturgy
Toll the Dead

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Ceremony

Chaos Bolt (Izzet)


SPELLS KNOWN

Command

Create or Destroy Water


Cure Wounds

Detect Evil and Good


Detect Magic
Detect Poison and Disease
8
Gift of Alacrity (Dunamancy)
Guiding Bolt

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

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Healing Word

Inflict Wounds
4
Magnify Gravity (Dunamancy)

Protection from Evil and Good


SPELLS KNOWN

Purify Food and Drink

Sanctuary
Shield of Faith

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

Darkvision: 60 ft.
Damage Resistances: poison

---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must
make a DC 13 Wisdom save or be turned for 1 min. or until
damaged.

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

Dwarven Resilience. Advantage on poison saves, resistance to


poison damage.

Equipment. You possess a belaying pin (club), a lucky charm


such as a rabbit foot or a small stone with a hole in the center
(or you may roll for a random trinket on the Trinkets table in
chapter 5). Enter these manually as custom items.

Ship's Passage. When you need to. you can secure free
passage on a sailing ship for yourself and your adventuring
companions. You might sail on the ship you served on, or
another ship you have good relations with (perhaps one
captained by a former crewmate). Because you're calling in a
favor, you can't be certain of a schedule or route that will meet
your every need. Your Dungeon Master will determine how long
it takes to get where you need to go. In return for your free
passage, you and your companions are expected to assist the
crew during the voyage. .

Stonecunning. 2X prof bonus on stonework-related history


checks.
Page 1

Guidance Thaumaturgy Toll the Dead


Cleric Cantrip Divination DC 13 Spell Mod +5 Cleric Cantrip Transmutation DC 13 Spell Mod +5 Cleric Cantrip Necromancy DC 13 Spell Mod +5
1 Act. Touch V,S Conc, 1 min 1 Act. 30 ft V Up to 1 min 1 Act. 60 ft V,S Inst

You touch one willing creature. Once before You manifest a minor wonder, a sign of You point at one creature you can see within
the spell ends, the target can roll a d4 and add supernatural power, within range. You create range, and the sound of a dolorous bell fills the
the number rolled to one ability check of its one of the following magical effects within air around it for a moment. The target must
choice. It can roll the die before or after range: • Your voice booms up to three times as succeed on a Wisdom saving throw or take 1d8
making the ability check. The spell then ends. loud as normal for 1 minute. • You cause necrotic damage. If the target is missing any of
flames to flicker, brighten, dim, or change its hit points, it instead takes 1d12 necrotic
color for 1 minute. • You cause harmless damage. The spell's damage increases by one
tremors in the ground for 1 minute. • You die when you reach 5th level (2d8 or 2d12), 11th
create an instantaneous sound that originates level (3d8 or 3d12), and 17th level (4d8 or 4d12).
from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or
ominous whispers. • You instantaneously
cause an unlocked door or window to fly open
or slam shut. • You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Bane Bless Ceremony


Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 hr (ritual)
Touch V,S,M Inst
A drop of blood A sprinkling of holy water 25 gp worth of powdered silver, which the spell
consumes

Up to three creatures of your choice that you You bless up to three creatures of your choice You perform a special religious ceremony that
can see within range must make Charisma within range. Whenever a target makes an is infused with magic. When you cast the spell,
saving throws. Whenever a target that fails attack roll or a saving throw before the spell choose one of the following rites, the target of
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the which must be within 10 feet of you
saving throw before the spell ends, the target number rolled to the attack roll or saving throughout the casting. Atonement: You
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this touch one willing creature whose alignment
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom
Levels. When you cast this spell using a spell you can target one additional creature for each (Insight) check. On a successful check, you
slot of 2nd level or higher, you can target one slot level above 1st. restore the target to its original alignment.
additional creature for each slot level above Bless Water: You touch one vial of water and
1st. cause it to become holy water. Coming of Age:
You touch one humanoid who is a young
adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4
and add the number rolled to the ability check.
A creature can benefit from this rite only once.
Dedication: You touch one humanoid who
wishes to be dedicated to your god's service.
For the next 24 hours, whenever the target

Chaos Bolt (Izzet) Command Create or Destroy Water


Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5
1 Act. 120 ft V,S Inst 1 Act. 60 ft V 1 Rnd 1 Act. 30 ft V,S,M Inst
A drop of water if creating water or a few grains of
sand if destroying it

You hurl an undulating, warbling mass of You speak a one-word command to a creature You either create or destroy water. Create
chaotic energy at one creature in range . Make you can see within range. The target must Water. You create up to 10 gallons of clean
a ranged spell attack against the target. On a succeed on a Wisdom saving throw or follow water within range in an open container.
hit, the target takes 2d8 + 1d6 damage. Choose the command on its next turn. The spell has no Alternatively, the water falls as rain in a
one of the d8s. The number rolled on that die effect if the target is undead, if it doesn't 30-foot cube within range, extinguishing
determines the attack's damage type, as understand your language, or if your exposed flames in the area. Destroy Water.
shown below. l Acid 2 Cold 3 Fire 4 Force 5 command is directly harmful to it. Some You destroy up to 10 gallons of water in an
Lightning 6 Poison 7 Psychic 8 Thunder If you typical commands and their effects follow. open container within range. Alternatively,
roll the same number on both d8s, the chaotic You might issue a command other than one you destroy fog in a 30-foot cube within range.
energy leaps from the target to a different described here. If you do so, the GM At Higher Levels. When you cast this spell
creature of your choice within 30 feet of it. determines how the target behaves. If the using a spell slot of 2nd level or higher, you
Make a new attack roll against the new target, target can't follow your command, the spell create or destroy 10 additional gallons of
and make a new damage roll , which could ends. Approach. The target moves toward you water, or the size of the cube increases by 5
cause the chaotic energy to leap again. A by the shortest and most direct route, ending feet, for each slot level above 1st.
creature can be targeted only once by this its turn if it moves within 5 feet of you. Drop.
casting of the spell. At Higher Levels. When The target drops whatever it is holding and
you cast this spell using a spell s lot of 2nd then ends its turn. Flee. The target spends its
level or higher, each target takes 1d6 extra turn moving away from you by the fastest
damage of the type rolled for each slot level available means. Grovel. The target falls prone
Page 1 (reverse)

Ceremony (reverse)
makes a saving throw, it can roll a d4 and add
the number rolled to the save. A creature can
benefit from this rite only once. Funeral Rite:
You touch one corpse, and for the next 7 days,
the target can't become undead by any means
short of a wish spell. Wedding: You touch
adult humanoids willing to be bonded
together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are
within 30 feet of each other. A creature can
benefit from this rite again only if widowed.

Command (reverse) Chaos Bolt (Izzet) (reverse)


and then ends its turn. Halt. The target doesn't above 1st
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Cure Wounds Detect Evil and Good Detect Magic (ritual)


Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5
1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins

A creature you touch regains a number of hit For the duration, you know if there is an For the duration, you sense the presence of
points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic
modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where in this way, you can use your action to see a
constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if faint aura around any visible creature or
this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you object in the area that bears magic, and you
higher, the healing increases by 1d8 for each that has been magically consecrated or learn its school of magic, if any. The spell can
slot level above 1st. desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Detect Poison and Disease (ritual) Gift of Alacrity (Dunamancy) Guiding Bolt
Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5
1 Act. Self V,S,M Conc, 10 mins 1 min Touch V,S 8 hrs 1 Act. 120 ft V,S 1 Rnd
A yew leaf

For the duration, you can sense the presence You touch a willing creature. For the duration, A flash of light streaks toward a creature of
and location of poisons, poisonous creatures, the target can add 1d8 to its initiative rolls. your choice within range. Make a ranged spell
and diseases within 30 feet of you. You also attack against the target. On a hit, the target
identify the kind of poison, poisonous takes 4d6 radiant damage, and the next attack
creature, or disease in each case. The spell can roll made against this target before the end of
penetrate most barriers, but it is blocked by 1 your next turn has advantage, thanks to the
foot of stone, 1 inch of common metal, a thin mystical dim light glittering on the target until
sheet of lead, or 3 feet of wood or dirt. 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.

Healing Word Inflict Wounds Magnify Gravity (Dunamancy)


Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Necromancy DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5
1 B.A. 60 ft V Inst 1 Act. Touch V,S Inst 1 Act. 60 ft V,S 1 Rnd

A creature of your choice that you can see Make a melee spell attack against a creature The gravity in a 10-foot-radius sphere
within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10 centered on a point you can see within range
your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you increases for a moment. Each creature in the
has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or sphere on the turn when you cast the spell
Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each must make a Constitution saving throw. On a
spell slot of 2nd level or higher, the healing slot level above 1st. failed save, a creature takes 2d8 force damage,
increases by 1d4 for each slot level above 1st. and its speed is halved until the end of its next
turn. On a successful save, a creature takes
half as much damage and suffers no reduction
to its speed. Until the start of your next turn,
any object that isn't being worn or carried in
the sphere requires a successful Strength
check against your spell save DC to pick up or
move. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level
above 1st.
Page 2 (reverse)
Page 3

Protection from Evil and Good Purify Food and Drink (ritual) Sanctuary
Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min
Holy water or powdered silver and iron, which the A small silver mirror
spell consumes

Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or a
fey, fiends, and undead. The protection grants rendered free of poison and disease. harmful spell must first make a Wisdom
several benefits. Creatures of those types have saving throw. On a failed save, the creature
disadvantage on attack rolls against the target. must choose a new target or lose the attack or
The target also can't be charmed, frightened, spell. This spell doesn't protect the warded
or possessed by them. If the target is already creature from area effects, such as the
charmed, frightened, or possessed by such a explosion of a fireball. If the warded creature
creature, the target has advantage on any new makes an attack or casts a spell that affects an
saving throw against the relevant effect. enemy creature, this spell ends.

Shield of Faith
Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 B.A. 60 ft V,S,M Conc, 10 mins
A small parchment with a bit of holy text written on
it

A shimmering field appears and surrounds a


creature of your choice within range, granting
it a +2 bonus to AC for the duration.
Page 3 (reverse)

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