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CR 3

CLASS & LEVEL BACKGROUND PLAYER NAME


Crushing Wave Priest
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 30ft.
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

15 PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY

0
Dexterity
Constitution
60
CURRENT HIT POINTS IDEALS
Intelligence
11 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
Acrobatics (Dex) Total SUCCESSES
14 Animal Handling (Wis)
9D8+16 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

0 ● +7 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Insight (Wis)
Q.Staff +4 1D8+2 B
10
Intimidation (Cha)

WISDOM Investigation (Int)


Medicine (Wis)
0 Nature (Int)
Perception (Wis)
11
Performance (Cha)
Persuasion (Cha)
CHARISMA
● +4 Religion (Int)
+4 Sleight of Hand (Dex)
● +4 Stealth (Dex)
18
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP

SP
Speaks Common and Aquan
EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorceror CHA DC14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Chill Touch Sleet Storm

Mage Hand
Minor Illusion
Prestiditation
Ray of Frost

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Expeditious Retreat

Ice Knife
4
Magic Missile

Shield
SPELLS KNOWN

2 3
Blur

Hold Person

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Crushing Wave Priest Spells

Cantrips
Chill Touch (1 Ac�on, 120�. Range):

- Call upon a magical skeletal hand to give a target the chill of death.
o Targets take 2D8 Necro�c DMG, and can’t regain HP un�l the end of your next turn.

Mage Hand (1 Ac�on, 30�. Range, 1min. dura�on):

- Summon a magical hand, that allows you to open unlocked doors and chests, manipulate an
object, pour out a vial, etc.
o Mage Hand can’t move more than 30�. away from the caster, otherwise it fades
away.

Minor Illusion (1 Ac�on, 30�. Range, 1min. dura�on):

- You create a harmless sound or object of your choosing.


o Sounds can range from a silent whisper to a scream.
 Objects can’t be any bigger than a 5�. square.

Pres�digita�on (1 Ac�on, 30�. Range):

- Perform some basic magic tricks.


o Summon some harmless sensory effects, such as a shower of sparks, a puff of wind,
or faint musical notes.
o Instantly light or snuff a campfire or torch.
o Instantly clean or soil 1�. of material.
o Chill, warm or flavour 13�. of non-living material.
o Make colour, small mark or a symbol appear on a nearby object/surface for 1hr.
o Create a nonmagical trinket or illusory image that fits in your hand, las�ng un�l the
end of your next turn.
 You can have up to three effects ac�ve at once �me.

Ray of Frost (1 Ac�on, 60�. Range):

- Send forward a blast of chilled energy, slowing your target.


o Targets hit take 2D8 Cold DMG, and targets have their movement reduced by 10�.
un�l the start of your next turn.
Level One Spells

Expedi�ous Retreat (1 Ac�on, Self, Concentra�on, 10 Min dura�on):

- For the dura�on of the spell, the Dash ac�on is available as a bonus ac�on.

Ice Knife (1 Ac�on, 60�. Range):

- Mold a shard of ice and hurl it toward your enemies.


o Targets hit take 1D10 Piercing DMG.
 Any enemies within 5ft. (including targeted creature) must make a DEX ST
(DC14) or take 2D6 Cold DMG.
o Upcasting this spell increases the Cold DMG by 1D6.

Magic Missile (1 Ac�on, 120�. Range):

- Create three glowing darts of Force, and hurl them towards your enemies.
o Each dart can target separate targets, dealing 1D4+1 Force DMG/dart.
 Casting this at a higher level spawns an additional dart.

Shield (1 Reac�on, Self, 1 round dura�on):

- Upon being hit with an ATK, or if targeted by Magic Missile, cast a shield around yourself.
o Boosts casters AC by 5 until the end of your next turn.

Level Two Spells

Blur (1 Ac�on, Concentra�on, 1min dura�on):

- Casting this makes your physical appearance become a shifting blur.


o Attacks against you have disadvantage.
 This has no effect if the attacker does not rely on sight, can see through
illusions, or have truesight.

Hold Person (1 Ac�on, 60�. Rang, Concentra�on, 1min dura�on):

- You choose a target within range, and force them to make a WIS ST (DC14) or become
paralysed.
o Targets can repeat this save at the start of their turns, with a success ending the
spell.
Level Three Spells

Sleet Storm (1 Ac�on, 150�. Range, Concentra�on, 1min dura�on):

- Harness the power of an ice storm, crea�ng a heavily obscured area in a 40�. radius, with a
height of 20�.
o The terrain of the affected area, and any creatures that start their turn or enter the
space must make a DEX ST (DC14) or fall prone.
 Any creatures cas�ng a concentra�on spell who suffer the effects must
make a CON ST (DC14) or their concentra�on is broken.

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