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Cleric (5) Death Domain Investigator

CLASS & LEVEL BACKGROUND PLAYER NAME

Geppettin (Raggedy)
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 0 25
16 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

3 PERSONALITY TRAITS

Hit Point Maximum


3 Strength
DEXTERITY

11
0

2
Dexterity
Constitution
39
CURRENT HIT POINTS IDEALS
1 Intelligence
0 ● 7 Wisdom
● 4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
0 Acrobatics (Dex) Total SUCCESSES
2 Animal Handling (Wis)
4
5d8 FAILURES
1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 3 Athletics (Str)

12 1

1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Size: Small
7 Insight (Wis)
Warhamer +6 1d10+3 Darkvision. Geppettin have superior vision in
1 ●
dim light and darkness. You can see in dim
1 Intimidation (Cha) Handaxe +6 1d6+3 light within 60 feet of you as if it was bright
WISDOM 1 Investigation (Int) light, and darkness as if it was dim light. You
can’t discern color in darkness, only shades
● 7 Medicine (Wis) of gray.
18 1 Nature (Int) Construct Anatomy. Even though you were
Warhammer: 1d8 constructed, you are a living creature. You
● 7 Perception (Wis)
4 bludgeoning, Versatile (1d10) are immune to nonmagical diseases. You do
1 Performance (Cha) not need to eat or breathe, but you can ingest
food and drink if you wish. Instead of
1 Persuasion (Cha)
CHARISMA Handaxe: 1d6 slashing, Light, sleeping, you enter an inactive state for 4
● 4 Religion (Int) hours each day. You do not dream in this
Thrown (20/60)
13 0 Sleight of Hand (Dex)
state; you are fully aware of your
surroundings and notice approaching
0 Stealth (Dex) enemies and other events as normal. You
1 can still be placed into a torpor by sleep
4 Survival (Wis)
inducing magic.
SKILLS ATTACKS & SPELLCASTING Innocuous. Geppettin are generally
indistinguishable from non-living dolls of the
same type. Because of that, they can be very
17 PASSIVE WISDOM (PERCEPTION) stealthy when required. You have advantage
CP Warhammer on Charisma (Deception) checks you make
to appear as a mundane toy.
Adorable. Raggedy, before coming to life,
SP Scale mail were designed to be appealing to children.
Light + Medium Armor, As such, you gain proficiency in the
Shields Persuasion skill, and have advantage on
EP
Handaxe Charisma (Persuasion) rolls you make
against children or other humanoids that are
Simple + Martial Weapons GP 130
fond of cute things.
Explorer's pack Stuffed with Fluff. Raggedy are filled with a
lightweight, soft material. When you take
Disguise Kit, Thieves' tools PP bludgeoning damage, you can use your
Shield reaction to gain resistance to the damage,
and you are also knocked 5 feet away from
the source of the damage.
Holy Symbol
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Feat: Telepathic
Roll for Stats: You can speak telepathically to any creature you can see within 60 feet of you.
13, 14, 11, 14, 12, 15 Your telepathic utterances are in a language you know, and the creature
understands you only if it knows that language. Your communication doesn’t
give the creature the ability to respond to you telepathically.
Race: Valda's Reaper
At 1st level, when the cleric casts a necromancy cantrip that normally targets
Eye of Anubis: Valda's only one creature, the spell can instead target two creatures within range and
(P.337) within 5 feet of each other.

Harness Divine Power


1 uncommon magic item 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
You can change your list of 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
prepared spells when you level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th
finish a long rest. Preparing a level, thrice. You regain all expended uses when you finish a long rest.
new list of cleric spells
ADDITIONAL FEATURES & TRAITS
requires time spent in prayer
and meditation: at least 1 Channel Divinity: Touch of Death (Short Rest)
minute per spell level for each Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.

spell on your list. You may When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic
damage to the target. The damage equals 5 + twice his or her cleric level.
prepare spells equal to your
cleric level + Wis modifier Channel Divinity: Turn/Destroy Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can
see or hear you 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 takes any damage. Any Undead at CR 1/2 or lower are instantly destroyed.

Feat: Baleful Scion


Grasp of Avarice. Once per turn, when you damage a creature you can see within 60 feet of yourself, you can
also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a
number of hit points equal to this necrotic damage dealt. You can use this benefit a number of times equal to
your proficiency bonus, and you regain all expended uses when you finish a long rest.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric WIS 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Eye of Anubis Animate Dead

Guidance Vampiric Touch

Light
Thaumaturgy
Chill Touch

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

False Life

Ray of Sickness
4
SPELLS KNOWN

2 3
Detect Thoughts (1/day)

Blindness/Deafness

Ray of Enfeeblement
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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