Crushing Wave Priest
Crushing Wave Priest
Crushing Wave Priest
INSPIRATION
STRENGTH
13 30ft.
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
15 PERSONALITY TRAITS
0
Dexterity
Constitution
60
CURRENT HIT POINTS IDEALS
Intelligence
11 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
Acrobatics (Dex) Total SUCCESSES
14 Animal Handling (Wis)
9D8+16 FAILURES
0 ● +7 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Insight (Wis)
Q.Staff +4 1D8+2 B
10
Intimidation (Cha)
SP
Speaks Common and Aquan
EP
GP
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sorceror CHA DC14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 2 6
Chill Touch Sleet Storm
Mage Hand
Minor Illusion
Prestiditation
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Expeditious Retreat
Ice Knife
4
Magic Missile
Shield
SPELLS KNOWN
2 3
Blur
Hold Person
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Crushing Wave Priest Spells
Cantrips
Chill Touch (1 Ac�on, 120�. Range):
- Call upon a magical skeletal hand to give a target the chill of death.
o Targets take 2D8 Necro�c DMG, and can’t regain HP un�l the end of your next turn.
- Summon a magical hand, that allows you to open unlocked doors and chests, manipulate an
object, pour out a vial, etc.
o Mage Hand can’t move more than 30�. away from the caster, otherwise it fades
away.
- For the dura�on of the spell, the Dash ac�on is available as a bonus ac�on.
- Create three glowing darts of Force, and hurl them towards your enemies.
o Each dart can target separate targets, dealing 1D4+1 Force DMG/dart.
Casting this at a higher level spawns an additional dart.
- Upon being hit with an ATK, or if targeted by Magic Missile, cast a shield around yourself.
o Boosts casters AC by 5 until the end of your next turn.
- You choose a target within range, and force them to make a WIS ST (DC14) or become
paralysed.
o Targets can repeat this save at the start of their turns, with a success ending the
spell.
Level Three Spells
- Harness the power of an ice storm, crea�ng a heavily obscured area in a 40�. radius, with a
height of 20�.
o The terrain of the affected area, and any creatures that start their turn or enter the
space must make a DEX ST (DC14) or fall prone.
Any creatures cas�ng a concentra�on spell who suffer the effects must
make a CON ST (DC14) or their concentra�on is broken.