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Astral
Astral
Astral
STEALTH DISADVANTAGE
N
CIE C
+3 Strength
Y
PROFI
+3
-1 Dexterity
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
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
Armor Proficiencies. –
Weapon Proficiencies. –
Tool Proficiencies. –
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
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
0 0 0 0 0
lb / 240 lb 480 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
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
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