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Cleric 3 Wis 1 War 1: Abyssl, Common, Loxodon, Primo Dial, Grung Sylvan Light Armor, Medium Armor, Shields

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cleric 3 wis 1 war 1

CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY


Dexterity
Constitution
30
CURRENT HIT POINTS IDEALS
● Intelligence
● Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES



Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) Channel Divinity: Turn Undead
As an action, you present your holy
Insight (Wis)
symbol and speak a prayer censuring
Intimidation (Cha) the undead. Each undead that can see
WISDOM ●
Investigation (Int) or hear you within 30 feet of you must
make a Wisdom saving throw. If the

Medicine (Wis)
creature fails its saving throw, it is
Nature (Int) turned for 1 minute or until it takes any
Perception (Wis) damage.
A turned creature must spend its turns
Performance (Cha) trying to move as far away from you as
CHARISMA Persuasion (Cha) it can, and it can't willingly move to a

Religion (Int)
space within 30 feet of you. It also can't
take reactions. For its action, it can use
Sleight of Hand (Dex) only the Dash action or try to escape
Stealth (Dex) from an effect that prevents it from
Survival (Wis)
moving. If there's nowhere to move, the
creature can use the Dodge action.Eyes
SKILLS ATTACKS & SPELLCASTING of the Grave
At 1st level, you gain the ability to
occasionally sense the presence of the
PASSIVE WISDOM (PERCEPTION)
CP
undead, whose existence is an insult to
the natural cycle of life. As an action,
you can open your awareness to
abyssl,common,loxodon,primo SP magically detect undead. Until the end
of your next turn, you know the location
dial,grung of any undead within 60 feet of you that
EP
sylvan Light armor, medium isn't behind total cover and that isn't
armor, shields protected from divination magic. This
GP sense doesn't tell you anything about a
creature's capabilities or identity.
You can use this feature a number of
PP
times equal to your Wisdom modifier
(minimum of once). You regain all
expended uses when you finish a long
rest.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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112
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

? Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a
Harkon grew up in a rather large reach of 5 feet, and it can lift a number of pounds equal to five times your Strength
but very remote loxodon village far score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an
to the north of the continent. object or a creature; open or close a door or a container; grapple someone; or make an
Harkon had a rather peaceful and unarmed strike. Your DM might allow other simple tasks to be added to that list of
worry free childhood until the day options. It can't wield weapons or shields or do anything that requires manual precision,
such as using tools or magic items or performing the somatic components of a spell.
of his 18th birthday when the village
was attacked by a roaming undead ? Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom
(Perception), Wisdom (Survival), and Intelligence (Investigation) chpowerful build- You
hoard of a lichking many were
count as one size larger when determining your carrying capacity and the weight you
slaughtered in the battle including can push, drag, or lift
Harkon's parents. On that day Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC
Harkon had swore vengeance is 12 + your Constitution modifier. You can use your natural armor to determine your
retreating to library he studied AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as
everything he could about the cycle normal while you use your natural armor.
of life and death and the undead. Loxodon Serenity. You have advantage against being charmed or frightened.
for 4 years he travled the world
before he found his calling and be
came a devout servent and preiest
of Kelemvor and for the next took ADDITIONAL FEATURES & TRAITS
up a one man crusade aginst the
undead for 20 years he took up a
one man crusade aginst the
undead like lichking whos hoard
attacked his home so long ago that
was until he caught wind of a
school for adventures though
knowledge is not on his mind this
would provide harkon with the
perfect opportunity to gather allies
for his crusade so taking his
invitation the loxodon man made his
way to the starting grounds .

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
cleric,wizzard worlock
wis,int,cha 14,13,13 6,5,5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

mending

mold earth
message
enconde thoughts
Prestidigitation
chill touch

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
Shield

sleep
SPELLS KNOWN

find familliar

Detect Magic

unseen servent

8
Sense Emotion

2 3
arcane lock

knock

Ray of Enfeeblement
5
darkness

thought sheild
9
locate object

levitate

Blindness/Deafness

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

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