Astral

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Level 1 Chromatic Dragonborn 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Astral
Acolyte Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Magic Initiate.


STRENGTH Unarmored (9) 9 Cleric. Spellcasting ability: Wisdom.
PROFICIENCY BONUS +2
16
SHIELD
AC

N
CIE C

+3 Strength
Y
PROFI

+3
-1 Dexterity

+0 Constitution ARMOR CLASS


DEXTERITY
+3 Intelligence
MAXIMUM HIT DICE TEMPORARY

8 +5 Wisdom

+1 Charisma
0

CONDITIONAL

-1
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

10 N
CIE C

-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+0 +3 Arcana (Int)
+3 Athletics (Str) Resistances. Poison
INTELLIGENCE +1 Deception (Cha)

17 ✘
+3 History (Int)
+7 Insight (Wis)
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 +3 Investigation (Int)
+5 Medicine (Wis) Humanoid. Your creature type is Humanoid.
WISDOM +3 Nature (Int) Breath Weapon (2/Long Rest). When you take the

20 +5 Perception (Wis) Attack action on your turn, you can replace one of
your attacks with a 30-foot line that is 5 feet wide.
+1 Performance (Cha) Each creature in that area must make a Dexterity
+1 Persuasion (Cha) save (DC = 10). On a failed save, the creature takes
+5 ✘ +5 Religion (Int)
1d10 poison damage. On a successful save, it takes
half as much damage.
-1 Sleight of Hand (Dex)
CHARISMA -1 Stealth (Dex)

13 +5 Survival (Wis)
SKILLS

+1 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE -1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. –

Weapon Proficiencies. –

Tool Proficiencies. –

Languages. Common, Draconic, Elvish, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'6" 175 lb.
GENDER AGE HEIGHT WEIGHT
Astral
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

IDEAL

BOND

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Fist of Iron Guidance Veil of Shadow
Transmutation Cantrip (clockwork) Divination Cantrip 1st-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You transform your naked hand to iron. Your unarmed atacks do 1d6 You touch one willing creature. Once before the spell ends, the target Swirling wisps of purple darkness rise from the ground, concealing
points of damage and are considered magical. can roll a d4 and add the number rolled to one ability check of its you from sight. For the duration, you have advantage on Dexterity
choice. It can roll the die before or after making the ability check. The (Stealth) checks. In addition, if you do not move or take actions in an
spell then ends. area of dim light or darkness, you become invisible.

Cleric Deep Magic: Clockwork Cleric Player’s Handbook Cleric Mirt’s Undermountain Survival Guide

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