Professional Documents
Culture Documents
Cleric Warforged
Cleric Warforged
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)
0
-1 Deception (Cha) NAME ATK DAMAGE/TYPE
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
EQUIPMENT
WISDOM 17 9
0 CANTRIPS 3 3 6 0
4 3
Control Water 8 0
1 4
Freedom of Movement
Guiding Bolt
Command
5 2 9 0
Shield of Faith
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.