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CLASSES / SUBCLASSES / LEVELS

Variant Human Mage of High Sorcery


CHARACTER NAME Cleric / Protection / Level 20
RACE BACKGROUND
Warlock / Undying Light/ Level 20
Adir the Immovable True Chaotic Milestone
ALIGNMENT EXPERIENCE POINTS

ARMOR HIT TEMPORARY


+6 PROFICIENCY BONUS INITIATIVE SPEED
CLASS POINTS HIT POINTS

INSPIRATION 21/26 +3 50/50 486/486 0

STRENGTH
__
+4 SAVING THROWS
+4 __
+4 ATHLETICS
HIT DICE HIT DICE DEATH SAVES DEATH SAVES
+4 USED TOTAL SUCCESSES FAILURES

18/18 /40 40 d8
DEXTERITY
__
+3 SAVING THROWS
+2 __
+3 ACROBATICS
__
+3 SLEIGHT OF HAND
+2 __
+3 STEALTH LIGHT
SHIELDS LANGUAGES
Common, Celestial, Infernal
ARMOR
16/16
MEDIUM SIMPLE
ARMOR TOOLS
CONSTITUTION WEAPONS
__ SAVING THROWS
+5 +11

HEAVY MARTIAL
OTHER
ARMOR WEAPON
+5
20/20
INTELLIGENCE
SPELL
__
+3 SAVING THROWS
+3 __
+3 ARCANA
19 SAVE
DC
SPELL
+11 ATTACK 40 SPELLS
KNOWN
HEAD

__
+3 HISTORY
+3 __
+9 INVESTIGATION
CLASS RESOURCES AMULET
__
+3 NATURE
16/16 __
+9 RELIGION Divine Intervention: 1/1 (once per 7 days)
Channel Divinity: 3/3
Warlock Spell Slots: 4/4 CLOAK
WISDOM
__ SAVING THROWS
+5 +11
__
+5 ANIMAL HANDLING
__ INSIGHT
+11 ARMOUR
+5 __
+5 MEDICINE
__ PERCEPTION
+11
20/20 __
+5 SURVIVAL DAMAGE RESISTANCE DAMAGE IMMUNITY ARMS

Psychic,
CHARISMA
__ SAVING THROWS Bludgeoning,
+5 +11
__
+5 DECEPTION Piercing, Slashing
RINGS

__ INTIMIDATION
+29
+5 __ PERFORMANCE
+11
CONDITION RESISTANCE CONDITION IMMUNITY BELT
__
+5 PERSUASION
20/20
BOOTS

21 PASSIVE PERCEPTION
OTHER
21 PASSIVE INSIGHT
99 6'7'' 270 lbs
AGE HEIGHT WEIGHT
Class Notes: CLASS
None Cleric
LEVEL SUBCLASS

Level 20 Protection

Class Features:
Protection Domain Spells Channel Divinity: Radiant Defense
Cleric Level / Spells Starting at 2nd level, you can use your Channel Divinity to cloak
1st Compelled Duel, Protection from Evil and Good your allies in radiant armor.
3rd Aid, Protection from Poison As an action, you channel blessed energy into an ally that you can
5th Protection from Energy, Slow see within 30 feet of you. The first time that ally is hit by an attack
7th Guardian of Faith, Otiluke's Resilient Sphere within the next minute, the attacker takes radiant damage equal to
9th Antilife Shell, Wall of Force 2d10 + your cleric level.

Bonus Proficiency Destroy Undead


When you choose this domain at 1st level, you gain proficiency Starting at 5th level, when an undead fails its saving throw against
with heavy armor. your Turn Undead feature, the creature is instantly destroyed if its
challenge rating is at or below a certain threshold, as shown in the
Shield of the Faithful Cleric table above.
Starting at 1st level, you gain the ability to hinder attacks intended
for others. When a creature attacks a target other than you that is Blessed Healer
within 5 feet of you, you can use your reaction to impose Beginning at 6th level, the healing spells you cast on others can
disadvantage on the attack roll. To do so, you must be able to see heal you as well. When you cast a spell with a spell slot and it
both the attacker and the target. You interpose an arm, a shield, restores hit points to any creature other than you this turn, you
or some other part of yourself to try to throw the attack off target. regain hit points equal to 2 + the spell’s level.

Channel Divinity Divine Strike


At 2nd level, you gain the ability to channel divine energy directly At 8th level, you gain the ability to infuse your weapon strikes
from your deity, using that energy to fuel magical effects. You with divine energy. Once on each of your turns when you hit a
start with two such effects: Turn Undead and an effect determined creature with a weapon attack, you can cause the attack to deal an
by your domain. Some domains grant you additional effects as extra 1d8 radiant damage to the target. When you reach 14th
you advance in levels, as noted in the domain description. level, the extra damage increases to 2d8.
When you use your Channel Divinity, you choose which effect to
create. You must then finish a short or long rest to use your Divine Intervention
Channel Divinity again. Beginning at 10th level, you can call on your deity to intervene on
Some Channel Divinity effects require saving throws. When you your behalf when your need is great.
use such an effect from this class, the DC equals your cleric spell Imploring your deity's aid requires you to use your action.
save DC. Describe the assistance you seek, and roll percentile dice. If you
Beginning at 6th level, you can use your Channel Divinity twice roll a number equal to or lower than your cleric level, your deity
between rests, and beginning at 18th level, you can use it three intervenes. The DM chooses the nature of the intervention; the
times between rests. When you finish a short or long rest, you effect of any cleric spell or cleric domain spell would be
regain your expended uses. appropriate. If your deity intervenes, you can't use this feature
again for 7 days. Otherwise, you can use it again after you finish a
Channel Divinity: Turn Undead long rest.
As an action, you present your holy symbol and speak a prayer At 20th level, your call for intervention succeeds automatically, no
censuring the undead. Each undead that can see or hear you roll required.
within 30 feet of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or until it Indomitable Defense
takes any damage. At 17th level, you gain resistance to two damage types of your
A turned creature must spend its turns trying to move as far away choice, choosing from bludgeoning, necrotic, piercing, radiant,
from you as it can, and it can't willingly move to a space within 30 and slashing. Whenever you finish a short or long rest, you can
feet of you. It also can't take reactions. For its action, it can use change the damage types you chose.
only the Dash action or try to escape from an effect that prevents As an action, you can temporarily give up this resistance and
it from moving. If there's nowhere to move, the creature can use transfer it to one creature you touch. The creature keeps the
the Dodge action. resistance until the end of your next short or long rest or until you
transfer it back to yourself as a bonus action.
Harness Divine Power (Optional)
At 2nd level, you can expend a use of your Channel Divinity to
fuel your spells. As a bonus action, you touch your holy symbol,
utter a prayer, and regain one expended spell slot, the level of
which can be no higher than half your proficiency bonus (rounded
up). The number of times you can use this feature is based on the
level you've reached in this class: 2nd level, once; 6th level, twice;
and 18th level, thrice. You regain all expended uses when you
finish a long rest.
Class Notes: CLASS
None Warlock
LEVEL SUBCLASS

Level 20 Undying Light

Class Features:
The following spells can be learned as a warlock spell: Radiant Resistance
Spell Level / Spells Starting at 10th level, you gain temporary hit points whenever you
1st Burning Hands finish a long or short rest. These temporary hit points equal your
2nd Flaming Sphere warlock level + your Charisma modifier. Additionally, choose up
3rd Daylight to five creatures you can see at the end of your rest. Those
4th Fire Shield creatures gain temporary hit points equal to half your warlock
5th Flame Strike level + your Charisma modifier.

Radiant Soul Mystic Arcanum


Starting at 1st level, your link to the Positive Plane allows you to At 11th level, your patron bestows upon you a magical secret
serve as a conduit for radiant energy. You have resistance to called an arcanum. Choose one 6th-level spell from the warlock
radiant damage, and when you cast a spell that deals radiant spell list as this arcanum.
damage or fire damage, you add your Charisma modifier to that You can cast your arcanum spell once without expending a spell
damage. Additionally, you know the Light and Sacred Flame slot. You must finish a long rest before you can do so again.
cantrips and can cast them at will. They don't count against your At higher levels, you gain more warlock spells of your choice that
number of cantrips known. can be cast in this way: one 7th-level spell at 13th level, one 8th-
level spell at 15th level, and one 9th-level spell at 17th level. You
Pact Boon regain all uses of your Mystic Arcanum when you finish a long
At 3rd level, your otherworldly patron bestows a gift upon you for rest.
your loyal service. You gain one of the following features of your
choice. Healing Light
Pact of the BladeYou can use your action to create a pact At 14th level, you gain the ability to channel the Undying Light to
weapon in your empty hand. You can choose the form heal yourself and other creatures. As a bonus action, you can
that this melee weapon takes each time you create it. You touch a creature and heal it. With each touch, a creature regains
are proficient with it while you wield it. This weapon from 1d6 to 5d6 hit points (your choice). You have a total pool of
counts as magical for the purpose of overcoming 15d6 you can expend. Subtract the dice you use with each touch
resistance and immunity to nonmagical attacks and from that total.
damage. You regain all expended dice from your pool when you finish a
Your pact weapon disappears if it is more than 5 feet away long rest.
from you for 1 minute or more. It also disappears if you
use this feature again, if you dismiss the weapon (no action Eldritch Master
required), or if you die. At 20th level, you can draw on your inner reserve of mystical
You can transform one magic weapon into your pact power while entreating your patron to regain expended spell slots.
weapon by performing a special ritual while you hold the You can spend 1 minute entreating your patron for aid to regain
weapon. You perform the ritual over the course of 1 hour, all your expended spell slots from your Pact Magic feature. Once
which can be done during a short rest. you regain spell slots with this feature, you must finish a long rest
You can then dismiss the weapon, shunting it into an before you can do so again.
extradimensional space, and it appears whenever you
create your pact weapon thereafter. You can't affect an
artifact or a sentient weapon in this way. The weapon
ceases being your pact weapon if you die, if you perform
the 1-hour ritual on a different weapon, or if you use a 1-
hour ritual to break your bond to it. The weapon appears
at your feet if it is in the extradimensional space when the
bond breaks.

Searing Vengeance
Starting at 6th level, the radiant energy you channel allows you to
overcome grievous injuries. When you would make a death saving
throw, you can instead spring back to your feet with a burst of
radiant energy. You immediately stand up (if you so choose), and
you regain hit points equal to half your hit point maximum. All
hostile creatures within 30 feet of you take 10 + your Charisma
modifier radiant damage and are blinded until the end of your
turn.
Once you use this feature, you can’t use it again until you finish a
long rest.
Class Notes: CLASS
None Warlock
LEVEL SUBCLASS

Level 20 Undying Light

Class Features:
Eldritch Invocations:

Improved Pact Weapon


You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Lifedrinker
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Thirsting Blade
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Superior Pact Weapon


You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you
transformed into your pact weapon.

Ultimate Pact Weapon


You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you
transformed into your pact weapon.

Armor of Shadows
You can cast mage armor on yourself at will, without expending a spell slot or material components.

Agonizing Blast
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Racial Features:
Feat. You gain one Feat of your choice.

Additional Features and Traits:


Strixhaven Initiate

You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell
using any spell slots you have.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Prismari
Choose two from Fire Bolt, Prestidigitation, and Ray of Frost. (Fire Bolt, Prestidigitation)
Choose one 1st-level Bard or Sorcerer spell. (Shield)

War Caster (VH)


You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making
an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
You gain an additional concentration.

Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point
maximum increases by an additional 2 hit points.

Practiced Expert (UA)


You have honed your proficiency with particular skills or tools, gaining the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency with one skill or tool of your choice.
Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Menacing (UA)
You become fearsome to others, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Intimidation skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it.
When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you
that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is
frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Resilient
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

Skill Expert
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you
make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Shield Master
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets
only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if
you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
1st 2nd 3rd 4th 5th 6th 7th 8th 9th CLASS
Cleric
SPELL KNOWN SPELLS /
PREPARATION CANTRIPS
25 Spells
Long Rest
5 Cantrips

1st Level Spells:


Create or Destroy Water, Detect Evil and Good, Inflict Wounds, Protection from Evil and Good

2nd Level Spells:


Enhance Ability, Hold Person, Silence

3rd Level Spells:


Dispel Magic, Spirit Guardians, Sending

4th Level Spells:


Banishment, Death Ward, Locate Creature

5th Level Spells:


Dispel Evil and Good, Mass Cure Wounds, Holy Weapon

6th Level Spells:


Heal, Otherworldly Form (UA)

7th Level Spells:


Regenerate, Divine Word

8th Level Spells: Cantrips:


Antimagic Field, Earthquake Guidance, Resistance, Word of Radiance, Toll the Dead,
Mending

9th Level Spells:


Astral Projection, Mass Heal

Additional Spells:
Chromatic Orb, Thunderwave, Flaming Sphere, Kinetic Jaunt, Haste, Water Walk, Freedom of Movement, Wall of Fire, Cone of Cold,
Conjure Elemental
1st 2nd 3rd 4th 5th 6th 7th 8th 9th CLASS
Warlock
SPELL KNOWN SPELLS /
PREPARATION CANTRIPS
15 Spells
Short Rest
4 Cantrips

1st Level Spells:


Armor of Agathys

2nd Level Spells:


Shatter, Mind Spike, Mental Barrier (UA)

3rd Level Spells:


Counterspell, Dispel Magic, Vampiric Touch

4th Level Spells:


Blight, Spirit of Death (UA), Ego Whip (UA), Dimension Door

5th Level Spells:


Synaptic Static, Negative Energy Flood, Enervation, Dream

6th Level Spells:


Psychic Crush (UA)

7th Level Spells:


Plane Shift

8th Level Spells: Cantrips:


Feeblemind Eldritch Blast, Booming Blade, Chill Touch, Mind Sliver

9th Level Spells:


Psychic Scream

Additional Spells:
Chromatic Orb, Thunderwave, Flaming Sphere, Kinetic Jaunt, Haste, Water Walk, Freedom of Movement, Wall of Fire, Cone of Cold,
Conjure Elemental
Compelled Duel, Protection from Evil and Good, Aid, Protection from Poison, Protection from Energy, Slow, Guardian of Faith, Otiluke's
Resilient Sphere, Antilife Shell, Wall of Force

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