Martin

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Level 3 Human Cleric, Grave Domain 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Martin
Acolyte Lawful Good Andrei Ghiran
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR War Caster. You have advantage on Constitution


STRENGTH Scale Mail 16 saving throws that you make to maintain your
concentration on a spell when you take damage.You
PROFICIENCY BONUS +2
10
SHIELD
AC can perform the somatic components of spells even
Shield when you have weapons or a shield in one or both
N
CIE C
hands.When a hostile creature’s movement
+0 Strength provokes an opportunity attack from you, you can
Y
PROFI

+0 use your reaction to cast a spell at the creature,


+0 Dexterity
rather than making an opportunity attack. The spell
-2 Constitution ARMOR CLASS must have a casting time of 1 action and must
DEXTERITY
+3 Intelligence
target only that creature.
MAXIMUM HIT DICE TEMPORARY

11 ✘


+5 Wisdom

+3 Charisma
10 3d8 Spellcasting. You can cast cleric spells as rituals. You
can prepare 6 spells from the cleric spell list. You
CONDITIONAL
can use a holy symbol as your spellcasting focus.
+0 Channel Divinity (1/Short Rest).
CURRENT HIT POINTS Turn Undead (Action—Channel Divinity). Each
CONSTITUTION DEATH SAVING THROWS
undead that can see or hear you within 30 feet of
SAVING THROWS
you must make a Wisdom saving throw. If the
7 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature fails its saving throw, it is turned for 1
minute or until it takes any damage.A turned
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION creature must spend its turns trying to move as far
+3 Animal Handling (Wis)
away from you as it can, and it can’t willingly move
-2 +3 Arcana (Int) to a space within 30 feet of you. It also can’t take
reactions. For its action, it can use only the Dash
+0 Athletics (Str)
action or try to escape from an effect that prevents
INTELLIGENCE +1 Deception (Cha) it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
16 ✘


+5 History (Int)
+5 Insight (Wis) Circle of Mortality. When rolling dice to restore HP
with a spell to a creature at 0HP, you use the
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS highest number possible for each die. Your spare
+3 +3 Investigation (Int) the dying cantrip, has a range of 30ft and you can
cast it as a bonus action.
✘ +5 Medicine (Wis)
WISDOM +3 Nature (Int) Eyes of the Grave (Action—3/Long Rest). Until your
next turn, you know the location of any undead
17 +3 Perception (Wis)
+1 Performance (Cha)
within 60 feet of you that isn’t behind total cover
and that isn’t protected from divination magic.
✘ +3 Persuasion (Cha)
+3 Path to the Grave (Action—Channel Divinity).
✘ +5 Religion (Int) Choose one creature you can see within 30ft, and
curse it until the end of your next turn. The next
+0 Sleight of Hand (Dex)
time you or an ally of yours hits the cursed creature
CHARISMA +0 Stealth (Dex) with an attack, the creature has vulnerability to all
of that attack's damage, and then the curse ends.
12 +3 Survival (Wis)
SKILLS

+1 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Mace 5 ft +2 vs AC 1d6+0 bludgeoning

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Draconic, Infernal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Martin
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Si-a petrecut majoritatea vietii calatorind si ajutand lumea in numele Reginei Corbilor . A facut parte dintr-o trupa de
aventurieri cand era mai tanar, pana cand a fost singurul supravietuitor al unui dungeon, fapt care i-a intarit credinta ca
zeul sau il protejeaza si nu il va lasa sa moara pana nu e timpul lui.
Mereu ii ajut pe altii inainte sa ma ajut pe mine, eu
sunt ajutat de zeul meu. Pentru ca e asa de batran a inceput sa uite si sa isi piarda din puterile de cleric dar asta nu l-a descurajat sa continue sa
ajute lumea.

Oriude se duce este mereu urarit de macar un corb, semn ca Regina Corbilor in vegheaza, cu ce scop nu este clar el
crezand ca este pentru a fi protejat.
PERSONALITY TRAITS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
Viata are dreptul sa traiasca si sa isi implineasca between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
potentialul worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
thing as channeling divine power.

IDEAL

Ma pun in pericol pentru ami ajuta prietenii.

BOND

Cred asa de mult in zeul meu incat mi-am pierdut


instinctul de auto-prezenvare

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Mace] 1 4
[Scale Mail] 1 45
Dagger 1 1
Priest’s Pack 1 10
[Shield] 1 6
Amulet 1 1

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

67.3 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Grave Domain

CANTRIPS Guidance Light


Spare the Dying Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Bane (Always Prepared) ● Bless


● Cure Wounds ● False Life (Always Prepared) ● Inflict Wounds
● Shield of Faith Ceremony Command
Create or Destroy Water Detect Evil and Good Detect Magic
Detect Poison and Disease Guiding Bolt Healing Word
Protection from Evil and Good Purify Food and Drink Sanctuary

2ND LEVEL 2 SPELL SLOTS ● Gentle Repose (Always Prepared) ● Hold Person
● Prayer of Healing ● Ray of Enfeeblement (Always Prepared) Aid
Augury Blindness/Deafness Borrowed Knowledge
Calm Emotions Continual Flame Enhance Ability
Find Traps Lesser Restoration Locate Object
Protection from Poison Silence Spiritual Weapon
Warding Bond Zone of Truth
Guidance Light Spare the Dying
Divination Cantrip Evocation Cantrip Necromancy Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Touch RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target You touch one object that is no larger than 10 feet in any dimension. You touch a living creature that has 0 hit points. The creature
can roll a d4 and add the number rolled to one ability check of its Until the spell ends, the object sheds bright light in a 20-foot radius becomes stable. This spell has no effect on undead or constructs.
choice. It can roll the die before or after making the ability check. The and dim light for an additional 20 feet. The light can be colored as
spell then ends. you like. Completely covering the object with something opaque
blocks the light. The spell ends if you cast it again or dismiss it as an
action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.

Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Circle of Mortality (Cleric) Player’s Handbook

Toll the Dead Bane Bless


Necromancy Cantrip 1st-level enchantment 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a drop of blood) COMPONENTS V, S, M (a sprinkling of holy water)

You point at one creature you can see within range, and the sound of Up to three creatures of your choice that you can see within range You bless up to three creatures of your choice within range.
a dolorous bell fills the air around it for a moment. The target must must make Charisma saving throws. Whenever a target that fails this Whenever a target makes an attack roll or a saving throw before the
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If saving throw makes an attack roll or a saving throw before the spell spell ends, the target can roll a d4 and add the number rolled to the
the target is missing any of its hit points, it instead takes 1d12 ends, the target must roll a d4 and subtract the number rolled from attack roll or saving throw.
necrotic damage. the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd
The spell’s damage increases by one die when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). level or higher, you can target one additional creature for each slot level above 1st.
level above 1st.

Spellcasting (Cleric) Xanathar’s Guide to Everything Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Cure Wounds False Life Inflict Wounds


1st-level evocation 1st-level necromancy 1st-level necromancy

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Touch
DURATION Instantaneous DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S

A creature you touch regains a number of hit points equal to 1d8 + Bolstering yourself with a necromantic facsimile of life, you gain 1d4 Make a melee spell attack against a creature you can reach. On a hit,
your spellcasting ability modifier. This spell has no effect on undead + 4 temporary hit points for the duration. the target takes 3d10 necrotic damage.
or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each level or higher, the damage increases by 1d10 for each slot level
level or higher, the healing increases by 1d8 for each slot level above slot level above 1st. above 1st.
1st.

Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Shield of Faith Gentle Repose Hold Person
1st-level abjuration 2nd-level necromancy (ritual) 2nd-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION 10 days DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S, M (a pinch of salt and one copper piece placed on each of the COMPONENTS V, S, M (a small, straight piece of iron)
corpse’s eyes, which must remain there for the duration)

A shimmering field appears and surrounds a creature of your choice You touch a corpse or other remains. For the duration, the target is Choose a humanoid that you can see within range. The target must
within range, granting it a +2 bonus to AC for the duration. protected from decay and can’t become undead. succeed on a Wisdom saving throw or be paralyzed for the duration.
The spell also effectively extends the time limit on raising the At the end of each of its turns, the target can make another Wisdom
target from the dead, since days spent under the influence of this saving throw. On a success, the spell ends on the target.
spell don’t count against the time limit of spells such as raise dead. At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target on additional humanoid for each slot
level above 2nd. The humanoids must be within 30 feet of each other
when you target them.

Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Prayer of Healing Ray of Enfeeblement


2nd-level evocation 2nd-level necromancy

CASTING TIME 10 minutes CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, S

Up to six creatures of your choice that you can see within range each A black beam of enervating energy springs from your finger toward a
regain hit points equal to 2d8 + your spellcasting ability modifier. This creature within range. Make a ranged spell attack against the target.
spell has no effect on undead or constructs. On a hit, the target deals only half damage with weapon attacks that
At Higher Levels. When you cast this spell using a spell slot of 3rd use Strength until the spell ends.
level or higher, the healing increases by 1d8 for each slot level above At the end of each of the target’s turns, it can make a Constitution
2nd. saving throw against the spell. On a success, the spell ends.

Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook

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