Turpin

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Cleric 12 acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Turpin Half-Elf 100000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

STRENGTH
x INSPIRATION
I idolize a particular hero of my faith, and

14 4 PROFICIENCY BONUS
21
ARMOR
CLASS
-1
INITIATIVE
30ft
SPEED
constantly
refer to that person’s deeds and example.
I quote (or misquote) sacred texts and proverbs
in
almost every situation.
2 PERSONALITY TRAITS

Hit Point Maximum 99



6 Strength
Faith. I trust that my deity will guide my actions.
DEXTERITY

8
-1 Dexterity
3 Constitution 99
CURRENT HIT POINTS
I
have faith that if I work hard, things will go well.
(Lawful)
IDEALS
-1 Intelligence

-1 ●
9 Wisdom
5 Charisma
I would die to recover an ancient relic


of my faith
CONSTITUTION SAVING THROWS that was lost long ago.
TEMPORARY HIT POINTS BONDS

16 -1 Acrobatics (Dex) Total 12 SUCCESSES I judge others harshly, and myself


3 even more
5 Animal Handling (Wis)
-1 Arcana (Int)
12
HIT DICE
FAILURES

DEATH SAVES
severely.
FLAWS
INTELLIGENCE
2 Athletics (Str)

8 ●
0 Deception (Cha)
3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Spellcasting - PHB:
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter
11 for a selection of cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list.
You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric
table. Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st

-1 ●
9 Insight (Wis) level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all
expended spell slots when you finish a long rest.You prepare the list of cleric spells that are available for you to cast,
choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier +
your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.For example, if you

0 Intimidation (Cha)
are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared
spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you
can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.You can
change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in
prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your

WISDOM -1 Investigation (Int)


spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your
Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting
the saving throw DC for a cleric spell you cast and when making an attack roll with one.Spell save DC = 8 + your
proficiency bonus + your Wisdom modifierSpell attack modifier = your proficiency bonus + your Wisdom modifier Ritual

9 Medicine (Wis)
Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting

20
● Focus You can use a holy symbol as a spellcasting focus for your cleric spells.

Life Domain - PHB:


The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all

-1 Nature (Int)
life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and
driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly
agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty),
gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community

9 Perception (Wis)
(such as Hestia, Hathor, and Boldrei).At each indicated cleric level, you add the listed spells to your spells prepared.Life
● Domain SpellsCleric LevelSpells1stbless, cure wounds3rdlesser restoration, spiritual weapon5thbeacon of hope,

5 revivify7thdeath ward, guardian of faith9thmass cure wounds, raise dead

Bonus Proficiency - PHB:

4 Performance (Cha) When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life - PHB:


Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore

4 Persuasion (Cha)
hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

CHARISMA Channel Divinity (1/rest) - PHB:


At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical
effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you

3 Religion (Int)
● additional effects as you advance in levels, as noted in the domain description.When you use your Channel Divinity, you
choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.Some Channel

10
Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save
DC.Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can

-1 Sleight of Hand (Dex)


use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Turn Undead - PHB:


As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear
you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute

-1 Stealth (Dex)
or until it takes any damage.A turned creature must spend its turns trying to move as far away from you as it can, and it
can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the

0 5 Survival (Wis)
Dodge action.

Channel Divinity: Harness Divine Power - TCE:


2nd-level cleric optional featureYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you
touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half
your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached
in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long

SKILLS ATTACKS & SPELLCASTING


rest.

Channel Divinity: Preserve Life - PHB:


Starting at 2nd level, 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.

War Caster - PHB:

19 PASSIVE WISDOM (PERCEPTION)


CP Solar Shortsword
Prerequisite: Prerequisites: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:You
have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take
damage.You can perform the somatic components of spells even when you have weapons or a shield in one or both
hands.When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a

+1, Ribbons of spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must
target only that creature.

Cantrip Versatility - TCE:

Weapons: Simple
SP
The Dancing 4th-level cleric optional featureWhenever you reach a level in this class that grants the Ability Score Improvement feature,
you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell
list.

Queen, Ring of
Destroy Undead (CR 1/2) - PHB:
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the

Weapons
creature is instantly destroyed.

Channel Divinity (2/rest) - PHB:

Armor: Light Armor,


EP
Evasion, Spell Beginning at 6th level, you can use your Channel Divinity twice between rests.

Blessed Healer - PHB:


Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher
that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Medium Armor, Shields, Gem Destroy Undead (CR 1) - PHB:


Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the
creature is instantly destroyed.
GP

Heavy Armor (Bloodstone), Divine Strike - PHB:


At 8th level, 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 [[/r 1d8]] radiant damage to the target.
When you reach 14th level, the extra damage increases to [[/r 2d8]].

Languages: Abyssal, PP
Besouros de Blessed Strikes - TCE:
8th-level cleric optional feature, which replaces the Divine Strike featureYou are blessed with divine might in battle. When
a creature takes damage from one of your cantrips or weapon attacks, you can also deal [[/r 1d8]] radiant damage to that
creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Deep Speech, Dwarvish, Haz-Arim, +1


Elvish, Undercommon Shield (*), +1
Plate Armor
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
Turpin
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Turpin é um clérigo Divine Intervention - PHB


do Alicerce e Destroy Undead (CR 2) - PHB
devoto fervoroso Age - PHB
do Alignment - PHB
TriunviratoTurpin Darkvision - PHB
desenvolveu uma Fey Ancestry - PHB
característica Skill Versatility - PHB
sobre-anã de Languages - PHB
resistir à morte.
Uma vez por long
rest, antes de ADDITIONAL FEATURES & TRAITS

saber o resultado
do teste de um Não se misture com essa gentalha,
death saving throw, Bag of Holding, Espada de Onabar, +3
Turpin pode Trovdonik Spear
adicionar seu
modificador de
sabedoria ao
resultado final do
teste.
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 3 6 1 1
Guidance VSC Animate Dead VSM Blade Barrier VSC
Sacred Flame VS Beacon of Hope VSC Create Undead VSM
Spare the Dying VS Bestow Curse VSC Find the Path VSMC
Thaumaturgy V Clairvoyance VSMC Forbiddance VSMR
Toll the Dead VS ●
Create Food and Water VS Harm VS
Daylight VS ●
Heal VS
Dispel Magic VS Heroes' Feast VSM

Fast Friends VC Planar Ally VS

SPELL
Feign Death VSMR Sunbeam VSMC
LEVEL
SLOTS TOTAL SLOTS EXPENDED ●
Glyph of Warding VSM

1 4 4 Incite Greed VSMC


7
Life Transference VS
EPAR Magic Circle VSM
SPELL NAME
ED
PR

Bane VSMC
Bless VSMC
4 3 3
Ceremony VSMR

Command V ●
Aura of Life VC
SPELLS KNOWN


Create or Destroy Water VSM Aura of Purity VC

Cure Wounds VS ●
Banishment VSMC

Detect Evil and Good VSC Control Water VSMC

Detect Magic VSRC ●


Death Ward VS

Detect Poison and Disease VSMRC Divination VSMR

Guiding Bolt VS Freedom of Movement VSM


8

Healing Word V Guardian of Faith V



Inflict Wounds VS Locate Creature VSMC

Stone Shape VSM

2 3 3
Aid VSM

Augury VSMR
Blindness/Deafness V
5 2 2

Calm Emotions VSC

Continual Flame VSM Commune VSMR


9
Enhance Ability VSMC Contagion VS

Find Traps VS Dawn VSMC



Gentle Repose VSMR Dispel Evil and Good VSMC

Hold Person VSMC Flame Strike VSM

Lesser Restoration VS ●
Geas V

Locate Object VSMC Greater Restoration VSM

Prayer of Healing V Hallow VSM

Protection from Poison VS Holy Weapon VSC

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

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