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D&D Character Maker - Hill Dwarf Cleric 6 (Domain of Order)
D&D Character Maker - Hill Dwarf Cleric 6 (Domain of Order)
BONUS
ARMOR
CLASS
Alignment: Neutral. I will help others, but
(AC) INITIATIVE avoid serious personal risks or loyalties
29
SAVING THROWS
16 +0 25 ft.
+7 Wisdom Saves *
* Prof. bonus added
damage. (If used two-handed in melee, • Dwarven Combat Training (var. weapons)
+1 Deception (Cha)
-1
• Dwarven Toughness (extra hit points)
+7 Insight (Wis) *
• Stonecunning (stonework lore)
Light Crossbow. Ranged Weapon Attack: +3 to
8 +1 Intimidation (Cha)
hit. Hit: 1d8+0 piercing damage. (Normal
Cleric Class Features [PHB p. 57, TCoE p. 31]
-1 Investigation (Int)
range to 80 ft.; disadvantage long range 81 to
+7 Medicine (Wis) *
320 ft. Must be used two-handed, reloading • Ritual Casting
limits to only one attack per round regardless • Voice Of Authority (spell grants ally
-1 Nature (Int)
of extra attacks.)
WIS reaction attack)
+4 Perception (Wis)
• Channel Divinity (2 uses betw. short or long
+4 +1 Performance (Cha)
MAGIC, FEATS & SPECIAL ATTACKS rests)
• Channel Divinity: Turn Undead (within 30
18 +4 Persuasion (Cha) *
14 PASSIVE WISDOM
(PERCEPTION)
• belt of storm giant strength (STR 29) (a)
• potion of heroism
Spell Attack Modifier +7
armor, shields
MORE EQUIPMENT set of common clothes, holy symbol: vestments. (This load is about 112 lbs.;
amulet, prayer book, 5 sticks of incense, add 1 lb. per 50 coins carried.)
Carried Gear [PHB, p. 143]: scale mail (AC
14), shield (AC +2), warhammer, mace,
PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)
• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical
• Concentration (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
saves while at 0 hit points, gaining 6
• Offhand Attack: If doing Attack as action, needed to avoid immediately ending
levels of exhaustion, or suffering certain
deadly spells and hazzards. may make one attack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.