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Cleric 10 Faction Agent

CLASS & LEVEL BACKGROUND PLAYER NAME


Forge Cleric
Warforged Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 21 -1 30

2 4 PROFICIENCY BONUS

15 PERSONALITY TRAITS
Hit Point Maximum 83
2 Strength
DEXTERITY -1 Dexterity

-1 3
0
Constitution
Intelligence
CURRENT HIT POINTS

8 9 Wisdom
IDEALS
3 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

3 -1 Acrobatics (Dex)
10

16 5 Animal Handling (…
BONDS
0 Arcana (Int)

INTELLIGENCE 6 Athletics (Str)

0
-1 Deception (Cha) NAME ATK DAMAGE/TYPE

0 History (Int) Sacred Flame DC17 2d8 Radiant


10 9 Insight (Wis)
-1 Guiding Bolt +9 4d6 Radiant
Intimidation (Cha) FLAWS
0 Investigation (Int)
WISDOM Mace +6 1d6+2 Bludg…

5
9 Medicine (Wis)
0 Nature (Int) Greatclub +6 1d8+2 Bludg… Ritual Casting
9 Perception (Wis) Constructed Resilience
20 Spiritual Wea… +9 1d8+5 Force
-1 Performance (Cha) Sentry's Rest
-1 Persuasion (Cha) Flame Strike DC17 4d6 Fire + 4d…
CHARISMA
Integrated Protection
4 Religion (Int)

-1 -1 Sleight of Hand (…
ATTACKS & SPELLCASTING
Equipment

Safe Haven
-1 Stealth (Dex)
8 0 Channel Divinity
5 Survival (Wis)
CP SP EP GP PP
Channel Divinity: Turn Undead
SKILLS
Divine Intervention
1 Holy Symbol
Blessing of the forge
19 PASSIVE WISDOM (PERCEPTION) 2 Rations
1 Waterskin Channel Divinity: Artisan's Blessing

1 Mace Soul of the Forge


TOOL: Alchemist's Supplies
1 Chain Mail Divine Strike
LANGUAGE: Common, Draconic, Gnomish, Orc
1 Greatclub
FEATURES & TRAITS
ARMOR: Heavy armor, Light Armor, Medium
1 Priest's Pack
Armor, Shields
EQUIPMENT
WEAPON: Simple weapons
OTHER: Smiths tools

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 2 Total:
CP SP EP GP PP
2
CHANNEL DIVINITY
1 Shield
1 alms box
2 block of incense Total: Total:
1 censer
ATTACKS & SPELLCASTING 1 vestments
1 Backpack
1 Blanket
Total: Total:
10 Candle
1 Tinderbox

EQUIPMENT
WISDOM 17 9

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 0

Sacred Flame Bestow Curse

Guidance Mass Healing Word


7 0
Spare the Dying

4 3

Control Water 8 0
1 4
Freedom of Movement
Guiding Bolt

Command
5 2 9 0
Shield of Faith

Bless Dispel Evil and Good

Flame Strike

Raise Dead
2 3

Aid

Blindness Deafness

Enhance Ability

Spiritual Weapon
FEATURES & TRAITS
Ritual Casting Channel Divinity
You can cast a cleric spell as a ritual if that At 2nd level, you gain the ability to channel Blessing of the forge
spell has the ritual tag and you have the spell divine energy directly from your deity, using At 1st level, you gain the ability to imbue magic
prepared. that energy to fuel magical effects. You start into a weapon or armor. At the end of a long
with two such effects: Turn Undead and an rest, you can touch one nonmagical object that
Constructed Resilience effect determined by your domain. Some is a suit of armor or a simple or martial
You were created to have remarkable fortitude, domains grant you additional effects as you weapon. Until the end of your next long rest or
represented by the following benefits: You advance in levels, as noted in the domain until you die, the object becomes a magic item,
have advantage on saving throws against description. When you use your Channel granting a +1 bonus to AC if it’s armor or a +1
being poisoned, and you have resistance to Divinity, you choose which effect to create. You bonus to attack and damage rolls if it’s a
poison damage. You don’t need to eat, drink, must then finish a short or long rest to use weapon. Once you use this feature, you can’t
or breathe. You are immune to disease. You your Channel Divinity again. Some Channel use it again until you finish a long rest.
don't need to sleep, and magic can't put you to Divinity effects require saving throws. When
sleep. you use such an effect from this class, the DC Channel Divinity: Artisan's Blessing
equals your cleric spell save DC. Beginning at Starting at 2nd level, you can use your
Sentry's Rest 6th level, you can use your Channel Divinity Channel Divinity to create simple items. You
When you take a long rest, you must spend at twice between rests, and beginning at 18th conduct an hour-long ritual that crafts a
least six hours in an inactive, motionless state, level. you can use it three times between rests. nonmagical item that must include some
rather than sleeping. In this state, you appear When you finish a short or long rest, you metal: a simple or martial weapon, a suit of
inert, but it doesn’t render you unconscious, regain your expended uses. armor, ten pieces of ammunition, a set of tools,
and you can see and hear as normal. or another metal object. The creation is
Channel Divinity: Turn Undead completed at the end of the hour, coalescing in
Integrated Protection As an action, you present your holy sym⁠bol an unoccupied space of your choice on a
Your body has built-in defensive layers, which and speak a prayer censuring the Undead. surface within 5 feet of you. The thing you
can be enhanced with armor. You gain a +1 Each Undead that can see or hear you within create can be something that is worth no more
bonus to Armor Class. You can don only armor 30 feet of you must make a Wisdom saving than 100 gp. As part of this ritual, you must lay
with which you have proficiency. To don armor, throw. If the creature fails its saving throw, it is out metal, which can include coins, with a
you must incorporate it into your body over the turned for 1 minute or until it takes any value equal to the creation. The metal
course of 1 hour, during which you must damage. A turned creature must spend its irretrievably coalesces and transforms into the
remain in contact with the armor. To doff armor, turns trying to move as far away from you as it creation at the ritual’s end, magically forming
you must spend 1 hour removing it. You can can, and it can’t willingly move to a space even nonmetal parts of the creation. The ritual
rest while donning or doffing armor in this way. within 30 feet of you. It also can’t take can create a duplicate of a nonmagical item
While you live, your armor can't be removed reactions. For its action, it can use only the that contains metal, such as a key, if you
from your body against your will. Dash action or try to escape from an effect that possess the original during the ritual.
prevents it from moving. If there’s nowhere to
Equipment move, the creature can use the Dodge action. Soul of the Forge
The badge or emblem of your faction, a copy When an undead fails its saving throw against Starting at 6th level, your mastery of the forge
of a seminal faction text (or a code-book for a your Turn Undead feature, the creature is grants you special abilities: You gain
covert faction), a set of common clothes, and a instantly destroyed if its challenge rating is 1 or resistance to fire damage. While wearing
pouch containing 15gp below. heavy armor, you gain a +1 bonus to AC.

Safe Haven Divine Intervention Divine Strike


As a faction agent, you have access to a Beginning at 10th level, you can call on your At 8th level, you gain the ability to infuse your
secret network of supporters and operatives deity to intervene on your behalf when your weapon strikes with the fiery power of the
who can provide assistance on your need is great. Imploring your deity’s aid forge. Once on each of your turns when you hit
adventures. You know a set of secret signs requires you to use your action. Describe the a creature with a weapon attack, you can
and passwords you can use to identify such assistance you seek, and roll percentile dice. If cause the attack to deal an extra 1d8 fire
operatives, who can provide you with access you roll a number equal to or lower than your damage to the target. When you reach 14th
to a hidden safe house, free room and board, cleric level, your deity intervenes. The DM level, the extra damage increases to 2d8.
or assistance in finding information. These chooses the nature of the intervention; the
agents never risk their lives for you or risk effect of any cleric spell or cleric domain spell
revealing their true identities. w ould be 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 long rest.
SPELLS
Sacred Flame Command Blindness Deafness
Evocation cantrip Enchantment 1 Necromancy 2
Casting Time: 1 action Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 60 feet Range: 30 ft
Target: A creature that you can see within Target: A creature you can see within range Target:
range Components: V Components: V
Components: V S Duration: Instantaneous Duration: 1 minute
Duration: Instantaneous Description: Description:
Description: A creature of your choice that you can see You can blind or deafen a foe. Choose one
Flame-like radiance descends on a creature within range regains hit points equal to 1d4 + creature that you can see within range to make
that you can see within range. The target must your spellcasting ability modifier. This spell has a Constitution saving throw. If it fails, the target
succeed on a Dexterity saving throw or take no effect on undead or constructs. is either blinded or deafened (your choice) for
1d8 radiant damage. The target gains no At Higher Levels: When you cast this spell the duration. At the end of each of its turns, the
benefit from cover for this saving throw. using a spell slot of 2nd level or higher, the target can make a Constitution saving throw.
Healing increases by 1d4 for each slot level On a success, the spell ends. At Higher
Guidance above 1st. Levels: When you cast this spell using a spell
Divination cantrip slot of 3rd level or higher, you can target one
Casting Time: 1 action Shield of Faith additional creature for each slot level above
Range: Touch Abjuration 1 2nd.
Target: One willing creature Casting Time: 1 bonus action
Components: V S Range: 60 feet Enhance Ability
Duration: ConcentrationUp to 1 minute Target: A creature of your choice within range Transmutation 2
Description: Components: V S M Casting Time: 1 action
You touch one willing creature. Once before Duration: ConcentrationUp to 10 minutes Range: Touch
the spell ends, the target can roll a d4 and add Description: Target: A creature
the number rolled to one ability check of its A shimmering field appears and surrounds a Components: V S M
choice. It can roll the die before or after creature of your choice within range, granting it Duration: ConcentrationUp to 1 hour
making the ability check. The spell then ends. a +2 bonus to AC for the duration. Description:
You touch a creature and bestow upon it a
Spare the Dying Bless magical enhancement. Choose one of the
Necromancy cantrip Enchantment 1 following effects; the target gains that effect
Casting Time: 1 action Casting Time: 1 action until the spell ends. Bear’s Endurance. The
Range: Touch Range: 30 feet target has advantage on Constitution checks.
Target: A living creature that has 0 hit points Target: Up to three creatures of your choice It also gains 2d6 temporary hit points, which
Components: V S within range are lost when the spell ends. Bull’s Strength.
Duration: Instantaneous Components: V S M The target has advantage on Strength checks,
Description: Duration: ConcentrationUp to 1 minute and his or her carrying capacity doubles. Cat’s
You touch a living creature that has 0 hit Description: Grace. The target has advantage on Dexterity
points. The creature becomes stable. This You bless up to three creatures of your choice checks. It also doesn’t take damage from
spell has no effect on undead or constructs. within range. Whenever a target makes an falling 20 feet or less if it isn’t incapacitated.
attack roll or a saving throw before the spell Eagle’s Splendor. The target has advantage
Guiding Bolt ends, the target can roll a d4 and add the on Charisma checks. Fox’s Cunning. The
Evocation 1 number rolled to the attack roll or saving throw. target has advantage on Intelligence checks.
Casting Time: 1 action At Higher Levels: When you cast this spell Owl’s Wisdom. The target has advantage on
Range: 120 feet using a spell slot of 2nd level or higher, you Wisdom checks.
Target: A creature of your choice within range can target one additional creature for each slot At Higher Levels: When you cast this spell
Components: V S level above 1st. using a spell slot of 3rd level or higher, you can
Duration: 1 round target one additional creature for each slot
Description: Aid level above 2nd.
A flash of light streaks toward a creature of Abjuration 2
your choice within range. Make a ranged spell Casting Time: 1 action
attack against the target. On a hit, the target Range: 30 feet
takes 4d6 radiant damage, and the next attack Target: Up to three creatures within range
roll made against this target before the end of Components: V S M
your next turn has advantage, thanks to the Duration: 8 hours
mystical dim light glittering on the target until Description:
then. Your spell bolsters your allies with toughness
At Higher Levels: When you cast this spell and resolve. Choose up to three creatures
using a spell slot of 2nd level or higher, the within range. Each target’s hit point maximum
damage increases by 1d6 for each slot level and current hit points increase by 5 for the
above 1st. duration.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, a
target’s hit points increase by an additional 5
for each slot level above 2nd.
Spiritual Weapon Mass Healing Word Control Water
Evocation 2 Abjuration 3 Transmutation 4
Casting Time: 1 bonus action Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 60 feet Range: 300 feet
Target: See text Target: Up to 6 creatures you can see within Target: Any freestanding water inside an area
Components: V S range you choose that is a cube up to 100 feet on a
Duration: 1 minute Components: V side
Description: Duration: Instantaneous Components: V S M
You create a floating, spectral weapon within Description: Duration: ConcentrationUp to 10 minutes
range that lasts for the duration or until you As you call out words of restoration, up to six Description:
cast this spell again. When you cast the spell, creatures of your choice that you can see Until the spell ends, you control any
you can make a melee spell attack against a within range regain hit points equal to 1d4 + freestanding water inside an area you choose
creature within 5 feet of the weapon. On a hit, your spellcasting ability modifier. This spell has that is a cube up to 100 feet on a side. You can
the target takes force damage equal to 1d8 + no effect on undead or constructs. choose from any of the following effects when
your spellcasting ability modifier. As a bonus At Higher Levels: When you cast this spell you cast this spell. As an action on your turn,
action on your turn, you can move the weapon using a spell slot of 4th level or higher, the you can repeat the same effect or choose a
up to 20 feet and repeat the attack against a Healing increases by 1d4 for each slot level different one. Flood. You cause the water level
creature within 5 feet of it. The weapon can above 3rd. of all standing water in the area to rise by as
take whatever form you choose. Clerics of much as 20 feet. If the area includes a shore,
deities who are associated with a particular the flooding water spills over onto dry land. If
weapon (as St. Cuthbert is known for his mace you choose an area in a large body of water,
and Thor for his hammer) make this spell’s you instead create a 20-foot tall wave that
effect resemble that weapon. travels from one side of the area to the other
At Higher Levels: When you cast this spell and then crashes down. Any Huge or smaller
using a spell slot 3rd level of or higher, the vehicles in the wave’s path are carried with it
damage increases by 1d8 for every two slot to the other side. Any Huge or smaller vehicles
levels above the 2nd. struck by the wave have a 25 percent chance
of capsizing. The water level remains elevated
Bestow Curse until the spell ends or you choose a different
Necromancy 3 effect. If this effect produced a wave, the wave
Casting Time: 1 action repeats on the start of your next turn while the
Range: Touch flood effect lasts. Part Water. You cause water
Target: A creature in the area to move apart and create a trench.
Components: V S The trench extends across the spell’s area,
Duration: ConcentrationUp to 1 minute and the separated water forms a wall to either
Description: side. The trench remains until the spell ends or
You touch a creature, and that creature must you choose a different effect. The water then
succeed on a Wisdom saving throw or become slowly fills in the trench over the course of the
cursed for the duration of the spell. When you next round until the normal water level is
cast this spell, choose the nature of the curse restored. Redirect Flow. You cause flowing
from the following options: Choose one ability water in the area to move in a direction you
score. While cursed, the target has choose, even if the water has to flow over
disadvantage on ability checks and saving obstacles, up walls, or in other unlikely
throws made with that ability score. While directions. The water in the area moves as you
cursed, the target has disadvantage on attack direct it, but once it moves beyond the spell’s
rolls against you. While cursed, the target must area, it resumes its flow based on the terrain
make a Wisdom saving throw at the start of conditions. The water continues to move in the
each of its turns. If it fails, it wastes its action direction you chose until the spell ends or you
that turn doing nothing. While the target is choose a different effect. Whirlpool. This effect
cursed, your attacks and spells deal an extra requires a body of water at least 50 feet
1d8 necrotic damage to the target. A remove square and 25 feet deep. You cause a
curse spell ends this effect. At the GM’s option, whirlpool to form in the center of the area. The
you may choose an alternative curse effect, whirlpool forms a vortex that is 5 feet wide at
but it should be no more powerful than those the base, up to 50 feet wide at the top, and 25
described above. The GM has final say on feet tall. Any creature or object in the water
such a curse’s effect. and within 25 feet of the vortex is pulled 10
At Higher Levels: If you cast this spell using a feet toward it. A creature can swim away from
spell slot of 4th level or higher, the Duration is the vortex by making a Strength (Athletics)
Concentration, up to 10 minutes. If you use a check against your spell save DC. When a
spell slot of 5th level or higher, the Duration is creature enters the vortex for the first time on a
8 hours. If you use a spell slot of 7th level or turn or starts its turn there, it must make a
higher, the Duration is 24 hours. If you use a Strength saving throw. On a failed save, the
9th level spell slot, the spell lasts until it is creature takes 2d8 bludgeoning damage and
dispelled. Using a spell slot of 5th level or is caught in the vortex until the spell ends. On
higher grants a Duration that doesn't require a successful save, the creature takes half
Concentration. damage, and isn’t caught in the vortex. A
creature caught in the vortex can use its action
to try to swim away from the vortex as
described above, but has disadvantage on the
Strength (Athletics) check to do so. The first
time each turn that an object enters the vortex,
Dispel Evil and Good Flame Strike
the object takes 2d8 bludgeoning damage; this
Abjuration 5 Evocationoccurs
damage 5 each round it remains in the
Casting Time: 1 action Casting Time: 1 action
vortex.
Range: Self Range: 60 feet
Freedom of Movement Target: Self Target: 10-foot radius, 40-foot-high cylinder
Abjuration 4 Components: V S M centered on a point within range
Casting Time: 1 action Duration: ConcentrationUp to 1 minute Components: V S M
Range: Touch Description: Duration: Instantaneous
Target: A willing creature Shimmering energy surrounds and protects Description:
Components: V S M you from fey, undead, and creatures A vertical column of divine fire roars down from
Duration: 1 hour originating from beyond the Material Plane. the heavens in a location you specify. Each
Description: For the duration, celestials, elementals, fey, creature in a 10-foot-radius, 40-foot-high
You touch a willing creature. For the duration, fiends, and undead have disadvantage on cylinder centered on a point within range must
the target’s movement is unaffected by difficult attack rolls against you. You can end the spell make a Dexterity saving throw. A creature
terrain, and spells and other magical effects early by using either of the following special takes 4d6 fire damage and 4d6 radiant
can neither reduce the target’s speed nor functions. Break Enchantment. As your action, damage on a failed save, or half as much
cause the target to be paralyzed or restrained. you touch a creature you can reach that is damage on a successful one.
The target can also spend 5 feet of movement charmed, frightened, or possessed by a At Higher Levels: When you cast this spell
to automatically escape from nonmagical celestial, an elemental, a fey, a fiend, or an using a spell slot of 6th level or higher, the fire
restraints, such as manacles or a creature that undead. The creature you touch is no longer damage or the radiant damage (your choice)
has it grappled. Finally, being underwater charmed, frightened, or possessed by such increases by 1d6 for each slot level above 5th.
imposes no penalties on the target’s creatures. Dismissal. As your action, make a
movement or attacks. melee spell attack against a celestial, an Raise Dead
elemental, a fey, a fiend, or an undead you can Necromancy 5
reach. On a hit, you attempt to drive the Casting Time: 1 hour
creature back to its home plane. The creature Range: Touch
must succeed on a Charisma saving throw or Target: A dead creature you touch
be sent back to its home plane (if it isn’t there Components: V S M
already). If they aren’t on their home plane, Duration: Instantaneous
undead are sent to the Shadowfell, and fey are Description:
sent to the Feywild. You return a dead creature you touch to life,
provided that it has been dead no longer than
10 days. If the creature’s soul is both willing
and at liberty to rejoin the body, the creature
returns to life with 1 hit point. This spell also
neutralizes any poisons and cures nonmagical
diseases that affected the creature at the time
it died. This spell doesn’t, however, remove
magical diseases, curses, or similar effects; if
these aren’t first removed prior to casting the
spell, they take effect when the creature
returns to life. The spell can’t return an undead
creature to life. This spell closes all mortal
wounds, but it doesn’t restore missing body
parts. If the creature is lacking body parts or
organs integral for its survival—its head, for
instance—the spell automatically fails. Coming
back from the dead is an ordeal. The target
takes a −4 penalty to all attack rolls, saving
throws, and ability checks. Every time the
target finishes a long rest, the penalty is
reduced by 1 until it disappears.

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