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Sea 1
Sea 1
Sea 1
Cleric
Sea RACE BACKGROUND
2 PROFICIENCY PASSIVE
PERCEPTION 15 AC INITIATIVE SPEED Level Spells
DOMAIN SPELLS
18
1st Fog Cloud / Thunderwave
INSPIRATION PASSIVE
INSIGHT 15 4 30ft/9m
3rd Gust of Wind / Shatter
5th Call Lightning / Sleet Storm
7th Control Water / Ice Storm
9th Destructive Wave / Insect Plague
Hit Point Temporary
LEVEL
12 1
Maximum Hit Points
Wrath of the Storm
STRENGTH SAVING THROWS
You can thunderously rebuke attackers. When a creature within 5 feet of you that
2
ATHLETICS you can see hits you with an attack, you can use your reaction to cause the creature
to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder
damage (your choice) on a failed saving throw, and half as much damage on a
successful one.
14 You can use this feature a number of times equal to your Wisdom modifier (a
minimum of once). You regain all expended uses when you finish a long rest.
HIT DICE DEATH SAVES
LEVEL
Used Total
DEXTERITY SAVING THROWS SUCCESSES Channel Divinity: Destructive Wrath
2
4
ACROBATICS You can use your Channel Divinity to wield the power of the
FAILURES
SLEIGHT OF HAND d8 storm with unchecked ferocity.
STEALTH
18 move as far away from you as it can, and it can’t willingly move to a space
within 30 feet of you. It also can’t take reactions. For its action, it can use
only the Dash action or try to escape from an effect that prevents it from
SPELL SPELL CHANNEL DIVINITY moving. If there’s nowhere to move, the creature can use the Dodge action.
INTELLIGENCE ATTACK BONUS SAVE DC
SAVING THROWS Used Total
3
LEVEL
5
ARCANA
● 5 HISTORY
INVESTIGATION
5 13 DESTROY UNDEAD
When an undead fails its saving throw against your Turn Undead feature, it is instantly
destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead
16
table below.
NATURE
RELIGION Cleric Level Destroys Undead of CR...
FAVOURITE SPELLS 5th 1/2 or lower
3
ANIMAL HANDLING C 4 or lower
5 17th
● INSIGHT
MEDICINE LEVEL
17 ● 5 PERCEPTION
SURVIVAL
Thunderous Strike
6
C
When you deal lightning damage to a
CHARISMA ◆ 5 SAVING THROWS Large or smaller creature, you can also
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● ● DIVINE DOMAIN FEATURE
8
● ● ● ● ●
RACIAL TRAITS ●
Cantrips
Known
4
Darkvision with a range of 60
CANTRIPS & SPELLS KNOWN
feet. Level
0-F
P
Booming Blade
LEVEL
10
0 Guidance
DIVING INTERVENTION
0 Thaumaturgy
0 Word of Radiance Action. You call on your deity to intervene on your behalf. Describe the
assistance you seek, and roll percentile dice. If you roll a number equal to or
lower than your cleric level, your deity intervenes. The DM chooses the nature
1 Create or Destroy Water of the intervention. If your deity intervenes, you can’t use this feature again for
7 days. Otherwise, you can use it again after you finish a long rest.
1 Detect Magic - R
PROFICIENCIES LANGUAGES 1 Healing Word 20th level: Your call for intervention succeeds automatically.
LIGHT
ARMOUR
SIMPLE
WEAPONS Common / Elvish / 1 Inflict Wounds
Celestial / Primordial
LEVEL
17
● ●
Stormborn
MEDIUM MARTIAL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES
● ● You have a flying speed equal to your
HEAVY
ARMOUR
SHIELDS current walking speed whenever you
● ●
are not underground or indoors.