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Black Earth Priest
Black Earth Priest
Black Earth Priest
INSPIRATION
STRENGTH
18 30ft.
15 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+2 PERSONALITY TRAITS
11 ● +5
Dexterity
Constitution
61
CURRENT HIT POINTS IDEALS
Intelligence
+0 Wisdom
● +6 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
Acrobatics (Dex) Total SUCCESSES
+2 Animal Handling (Wis)
7D6+12 FAILURES
12 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
SP
Knows Common & Terran
EP
GP
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Char. DC14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Acid Splash Slow
Blade Ward
Light
Mold Earth
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Earth Tremor
Expeditious Retreat
4 1
Shield
SPELLS KNOWN
2 3
Shatter
Spider Climb
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CANTRIPS
Acid Splash (1D6 Acid DMG)
- Hurls a ball of Acid towards the enemy (can target multiple characters who are within 5ft of
each other) Targets must make a Dex ST or be damaged.
- Traces a sigil of ward in the air, granting the user resistance against non-magical
Bludgeoning, Slashing and Piercing DMG (lasts until end of next turn).
Light (Evocation)
- Upon touching an object no larger than 10 ft. in any dimension, it will begin to cast light in a
20 ft. radius around the object, with 20 ft. of dim light extending from the edge of the
previous radius. If cast onto object worn by hostile forces, they must make a dex ST to avoid
it (spell ends when dismissed, can be covered like regular light)
Mending (Transmuation)
- Casting this spell on a broken item instantly repairs it (must be no larger than 1 foot, cannot
restore magic to magical items if magic has been dispelled)
- You target a 5 ft. section of dirt, and can apply one of the following effects:
o You can turn dirt or stone within your targeting spot into Difficult Terrain, and vice
versa.
o If the targeting area is loose dirt, you’re able to instantly excavate it and move it 5 ft.
away (this doesn’t do damage to any creatures caught in the area).
o Create shapes and patterns in the dirt.
- Upon casting, you cause tremors in a 10 ft. radius, as well as making any loose earth or stone
into difficult terrain. Any creatures caught in the 10 ft. radius must make a Dex . ST or take
1D6 Bludgeoning DMG and become prone).
- Allows the caster to perform the Dash bonus action, including on the turn it has been evoked
on (Concentration, up to 10 Minutes)
Shield (Self-Buff)
- Upon casting, increases users AC by 5 until the beginning of their next turn (Nullifies magic
missile)
LEVEL TWO SPELLS
Shatter (Evocation, 3D8 Thunder DMG)
- When cast, lets loose a loud ringing noise that’s painfully intense. Targets within a 10 ft.
radius of the center of the targeted spot must make a Con saving throw or be damaged
(successful saves reduce damage to half).
- (Creatures made of inorganic material like stone, crystal or metal are disadvantaged on the
save). This Spell gains 1D8 DMG per level above second it’s cast at.
- When cast unto a willing target, they gain the ability to walk on vertical surfaces whilst
keeping their hands free, with their ‘climbing’ speed matching their walking speed.
- Upon casting, a 40 ft. cube is creating around the targeting location. All enemies caught in
the radius of this attack must make a wisdom saving throw or become slowed:
o Movement is halved
o -2 to AC and Dex ST
o Can only use actions OR Bonus actions (cannot use both)
o If a spellcasters spell requires a duration of one action, Roll a D20, <11 means they
need to finish the spell with their next turns action, otherwise the spell is wasted.
- Each target effected by the spell makes Wis. ST’s until either the spell ends or they succeed.