Professional Documents
Culture Documents
Premade Cleric
Premade Cleric
High Elf
1 3
15 20 +0 30 ft.
+2 +2 Channel Divinity Ring of the Bull
16 31 1
10
+2
Potion of Gratuitous Adrenaline
+0 +0
+2
4d8
+0
DISCIPLE OF LIFE: Whenever
+6
✔ you use a spell of 1st level or
14 ✔
+2
higher to restores hit points to
+2 a creature, the creature
regains additional hit points
Mace +4 1d6 + 2 bludgeoning equal to 2 + the spell’s level
+0 (included on the sheet).
Shocking Grasp +2 1d8 lightning
10 +4
Sacred Flame 1d8 radiant (60 ft.)
+2
DC 14 Dex
CHANNEL DIVINITY: As an
+0 ✔
+2 Light Crossbow +2 1d8 piercing action, you present your holy
symbol and evoke healing
+0
energy that can restore up to
+0
20 hit points. Choose any
+6
18 ✔ creatures within 30 feet of you,
+0 and divide those hit points
+4 +0 among them. This feature can
+6 restore a creature to no more
✔
+0 than half of their hit point
+6 maximum. You can’t use this
10 ✔
+0 feature on an Undead or a
+0 +0
Construct. You must then finish
+2
a short or long rest to use your
✔ Channel Divinity again.
+0
+0
DARKVISION You can see in
+4
Plate Armor dim light within 60 feet of you
Shield as if it were bright line, and in
darkness as if it were dim light.
Light Crossbow You can't discern color in
20 Bolts darkness, only shades of grey.
Languages: Common, Ring of the Bull
Elvish FEY ANCESTRY: You have
Mace
Armor: Light armor, advantage on saving throws
medium armor, heavy Holy Symbol
against being charmed, and
armor, shields Safety Harness magic can’t put you to sleep.
Weapons: Simple weapons, Potion of Gratuitous
longsword, shortsword, Adrenaline CANTRIP: You know the
shortbow, and longbow shocking grasp cantrip.
Cleric Wisdom 14 +6
SHOCKING GRASP (evocation, 1 action) Make a AID (abjuration, 1 action) Your spell bolsters your allies with
melee spell attack against the target. You have toughness and resolve. Choose up to three creatures within 30 feet.
Each target’s hit point maximum and current hit points increase by
Ring of the Bull: This ring
advantage on the attack roll if the target is wearing
armor made of metal. On a hit, the target takes 1d8
5 for 8 hours.
has 3 charges, and it
lightning damage, and it can't take reactions until the BLINDNESS/DEAFNESS (necromancy, 1 action) You can blind or
start of its next turn. deafen a foe. Choose one creature that you can see within 30 feet regains 1d3 expended
to make a DC 14 Constitution saving throw. If it fails, the target is
GUIDANCE (divination, 1 action, concentration) You
either blinded or deafened (your choice) for 1 minute. At the end of
each of its turns, the target can make a Constitution saving throw. charges daily at dawn.
touch one willing creature. Once before the spell ends On a success, the spell ends.
in 1 minute, the target can roll a d4 and add the
GUST OF WIND (evocation, 1 action, concentration) A line of
While wearing the ring,
number rolled to one ability check of its choice. It can
roll the die before or after making the ability check. The
spell then ends.
strong wind 60 feet long and 10 feet wide blasts from you in a
direction you choose for 1 minute. Each creature that starts its turn you can use an action to
in the line must succeed on a DC 14 Strength saving throw or be