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Cleric Knight of the Order

CLASS & LEVEL BACKGROUND PLAYER NAME


Levon Khan
Elf Lawful Neutral 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I face problems head-on. A
15 +4 30 simple, direct solution is the
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED best path to success.
16 PERSONALITY TRAITS

Hit Point Maximum 20


Strength
DEXTERITY
Responsibility. I do what I must

+4


Dexterity
Constitution
20 and obey just authority. (Lawful)
CURRENT HIT POINTS IDEALS
Intelligence
19 ● Wisdom
I would still lay down my life for
● Charisma the people I served with.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
Acrobatics (Dex) Total 3

4 SUCCESSES I obey the law, even if the
15
1
Animal Handling (Wis) 1d8 FAILURES law causes misery.
2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
3
Athletics (Str)

+2

1

2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Sigrun, goddess of paladins
Mace 1d6 Bludgeoning
14 ●
3
Insight (Wis) and duty L Death, War Gold

3
Intimidation (Cha) Quarterstaff 1d6 Bludgeoning wings
WISDOM 2
Investigation (Int)
Dagger 1d4 Piercing
● 3
Medicine (Wis)
+1
2
Nature (Int) Handaxe Light, thrown (range
12

3
Perception (Wis) 20/60)
1
Performance (Cha) Quarterstaff Versatile (1d8)
CHARISMA

3
Persuasion (Cha) Finesse, light, thrown (range

4
Religion (Int) 20/60)
+1 4
Sleight of Hand (Dex)
4
Stealth (Dex)
12
+1
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION) A set of traveler's clothes,


CP 50 a signet, banner, or seal
representing your place
Languages: SP or rank in the order
Common -Human- Leather Armor
EP 15 Backpack,blanket,candle
Elvish -Elves- (10),tinderbox,alms
Celestial -Divinities- box,block of incense
Flauta de Pan GP 8 (2),censer,vestments,ratio
Light armor, medium armor, ns (2),waterskin
Heavy armor, shields
PP A shield and a holy
symbol
Simple weapons

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
127 5 feet 80 kl
AGE HEIGHT WEIGHT

Dark Dark Purple Light Grey


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

(Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after
a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of
sleep.
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness, only shades of gray.

Domain Spells
Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count
against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity: Turn Undead


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 or until it takes any damage.

Harness Divine Power (Optional)


At 2nd level, you 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 rest.

Voice of Authority
Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their
reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand


Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the
end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
WIS 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
1- Toll the Dead
2- Thaumaturgy
3- Sacred Flame

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 1 1 7
EPAR
SPELL NAME
ED
PR

1- Command

2- Heroism
4
SPELLS KNOWN

2
1- Hold Person

2- Zone of Truth

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

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