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Adir Sheet-2
Adir Sheet-2
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.
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.
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
Class Features:
Eldritch Invocations:
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.
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.
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)
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.
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
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
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