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Cleric 4

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

LIGHT (evocation, 1 action) You touch one object that


pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1
expend 1 to 3 of its
is no larger than 10 feet in any dimension. For 1 hour,
the object sheds bright light in a 20-foot radius and dim
foot it moves when moving closer to you.
As a bonus action on each of your turns before the spell ends, you charges to make a ranged
can change the direction in which the line blasts from you.
light for an additional 20 feet. The light can be colored
as you like. Completely covering the object with HOLD PERSON (enchantment, 1 action, concentration) Choose a
spell attack against one
something opaque blocks the light. The spell ends if
you cast it again or dismiss it as an action. If you target
humanoid that you can see within 60 feet. The target must succeed
on a DC 14 Wisdom saving throw or be paralyzed for 1 minute. At creature or object you can
the end of each of its turns, the target can make another Wisdom
an object held or worn by a hostile creature, that
creature must succeed on a DC 14 Dexterity saving
saving throw. On a success, the spell ends on the target. see within 60 feet of you.
throw to avoid the spell. SPIRITUAL WEAPON (evocation, 1 bonus action) You create a
floating, spectral weapon within 60 feet that lasts for 1 minute or The ring produces a
until you cast this spell again. When you cast the spell, you can
RESISTANCE (abjuration, 1 action, concentration) You
touch one willing creature. Once before the spell ends
make a melee spell attack against a creature within 5 feet of the
weapon. On a hit, the target takes 1d8 + 4 force damage. As a
spectral bull's head and
in 1 minute, the target can roll a d4 and add the
number rolled to one saving throw of its choice. It can
bonus action on your turn, you can move the weapon up to 20 feet
and repeat the attack against a creature within 5 feet of it. The makes its attack roll with a
weapon can take whatever form you choose.
roll the die before or after making the saving throw. The
spell then ends. WARDING BOND (abjuration, 1 action) This spell wards a willing
+7 bonus. On a hit, for

SACRED FLAME (evocation, 1 action) Flame-like
creature you touch and creates a mystic connection between you
and the target for 1 hour. While the target is within 60 feet of you, it each charge you spend,
gains a +1 bonus to AC and saving throws, and it has resistance to
radiance descends on a creature that you can see
within 60 feet. The target must succeed on a DC 14
all damage. Also, each time it takes damage, you take the same
amount of damage.
the target takes 2d10
Dexterity saving throw or take 1d8 radiant damage.
The target gains no benefit from cover for this saving
The spell ends if you drop to 0 hit points or if you and the target
become separated by more than 60 feet. It also ends if the spell is force damage and is
throw. cast again on either of the connected creatures. You can also
dismiss the spell as an action. pushed 5 feet away from
you.
4
Potion of Gratuitous
Adrenaline: This potion is
BLESS (enchantment, 1 action, concentration) You bless up to three
creatures of your choice within 30 feet. Whenever a target makes an attack a silvery liquid that stains
roll or a saving throw before the spell ends in 1 minute, the target can roll a
d4 and add the number rolled to the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can
the drinker’s teeth. On
target one additional creature for each slot level above 1st.

COMMAND (enchantment, 1 action) You speak a one-word command to a


your turn, you can pour
creature you can see within 60 feet. The target must succeed on a DC 14
Wisdom saving throw or follow the command on its next turn. The spell has
no effect if the target is undead, if it doesn’t understand your language, or if
the potion over your face
your command is directly harmful to it. Some typical commands and their
effects follow. You might issue a command other than one described here. If
you do so, the GM determines how the target behaves. If the target can’t
and mouth to experience
follow your command, the spell ends.
"Approach" The target moves toward you by the shortest and most direct an overwhelming burst of
route, ending its turn if it moves within 5 feet of you.
"Drop" The target drops whatever it is holding and then ends its turn.
"Flee" The target spends its turn moving away from you by the fastest adrenaline (no action
available means.
"Grovel" The target falls prone and then ends its turn.
"Halt" The target doesn’t move and takes no actions. A flying creature stays
required). Until the start of
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.
When you cast this spell using a spell slot of 2nd level or higher, you can
your next turn, whenever
affect one additional creature for each slot level above 1st. The creatures
must be within 30 feet of each other when you target them.

you make an ability check,
CURE WOUNDS (evocation, 1 action) A creature you touch regains a
number of hit points equal to 1d8 + 6 (+1 per spell level). This spell has no
effect on undead or constructs.
attack roll, or saving
When you cast this spell using a spell slot of 2nd level or higher, the healing
increases by 1d8 for each slot level above 1st. throw, treat a roll of 19 or
HEALING WORD (evocation, 1 bonus action) A creature of your choice that
you can see within 60 feet regains hit points equal to 1d4 + 6 (+1 per spell
lower on the d20 as a 20.
level). This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing
increases by 1d4 for each slot level above 1st.

GUIDING BOLT (evocation, 1 action) Make a ranged spell attack against a


creature within 120 feet. On a hit, the target takes 4d6 radiant damage, and
the next attack roll made against this target before the end of your next turn
has advantage, thanks to the mystical dim light glittering on the target until
then.
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.

INFLICT WOUNDS (necromancy, 1 action) Make a melee spell attack


against a creature you can reach. On a hit, the target takes 3d10 necrotic
damage.
When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d10 for each slot level above 1st.

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