Black Earth Priest

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Level 7 Sorceror

CLASS & LEVEL BACKGROUND PLAYER NAME


Black Earth Priest
Human Neutral Evil 23,000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 30ft.
15 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY

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

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

12 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Glaive +5 1D10+2 B Unyielding: When Larrakh is


+1 Insight (Wis)
subjected to an effect that
● +8 Intimidation (Cha)
would move or knock him
WISDOM Investigation (Int)
prone, he can use a reaction
Medicine (Wis)
10 Nature (Int)
Multi-ATK: Two ATK's with the
to nullify either/or.
Perception (Wis)
+0 Glaive
Performance (Cha)
● +8 Persuasion (Cha)
CHARISMA
● +6 Religion (Int)

16 Sleight of Hand (Dex)


Stealth (Dex)
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

10 PASSIVE WISDOM (PERCEPTION)


CP

SP
Knows Common & Terran
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.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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.

Blade Ward (Self Buff)

- 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)

Mold Earth (Transmutation)

- 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.

LEVEL ONE SPELLS


Earth Tremor (Evocation, 1D6 DMG)

- 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).

Expeditious Retreat (Self-Buff/Transmutation)

- 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.

Spider Crawl (Transmutation)

- 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.

LEVEL THREE SPELLS


Slow (Transmutation)

- 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.

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