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Vistra Frostbeard the Hardy

Female Dwarf Soldier Cleric 3


Neutral Good
Representing Heather

Exp: 1075

hit die: 3 d8
Size:

Medium

Height:

4' 2"

Weight:

170 lb

Skin:

White

(+0)

Eyes:

Green

17

(+3)

Hair:

Copper Straight

10

(+0)

Strength

13

(+1)

Dexterity

11

(+0)

Constitution

18

(+4)

Intelligence

10

Wisdom
Charisma

Max Hit Points: 26 [includes hill dwarf bonus]


Speed: 25 feet

CURRENT HP: 26

Inspiration:
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]
Proficiency bonus:

+2

Initiative modifier:

+0

= + 0 [dexterity]

Attack (handheld / thrown):

+3

= + 2 [proficiency] + 1 [strength]

Attack (missile / finesse):

+2

= + 2 [proficiency]

Strength save:

+1

= + 1 [strength]

Dexterity save:

+0

Constitution save:

+4

Intelligence save:

+0

Wisdom save:

+5

= + 2 [proficiency] + 3 [wisdom]

Charisma save:

+2

= + 2 [proficiency]

Insight (passive):

13

(18 with advantage)

Perception (passive):

13

(18 with advantage)

Languages:

= + 4 [constitution]

Common Dwarvish

Unarmed strike [+3 to hit; 1+1 bludgeoning]


Crossbow, light [+2 to hit; 1d8 piercing, 6 lb, ammunition (range 79/320), loading, two-handed]

Warhammer [+3 to hit; 1d8+1 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]


Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb. Steel Shield [+2 AC; 6 lb.]

Feats:
Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Acrobatics

Dex

0=

+0

Animal
Handling

Wis

5=

+3

Arcana

Int

0=

+0

Athletics

Str

1=

+1

Deception

Cha

0=

+0

History

Int

2=

+0

Insight

Wis

3=

+3

Intimidation

Cha

0=

+0

Investigation

Int

0=

+0

Medicine

Wis

5=

+3

Nature

Int

0=

+0

Perception

Wis

3=

+3

Performance

Cha

0=

+0

Persuasion

Cha

0=

+0

Religion

Int

2=

+0

Sleight of Hand

Dex

0=

+0

Stealth

Dex

0=

+0

Survival

Wis

3=

+3

Trained?

Misc.
Modifier

+2

+2

+2

+2

--------------------------------------------------------------------------------------------- -------Channel Divinity: Preserve Life


Starting at 2nd level, you can use your Channel Divinity
to heal the badly injured.
As an action, you present your holy symbol and
evoke healing energy that can restore a number of hit
points equal to five times your cleric level. Choose any

creatures within 30 feet of you, and divide those hit


points among them. This feature can restore a creature
to no more than half of its hit point maximum. You cant
use this feature on an undead or a construct.

At cleric level 3, Vistra Frostbeard knows 3 cleric cantrips. 4 1st level spells, 2 2nd level spells
Mark Vistra Frostbeard's Cleric Cantrip(s) here:

Guidance
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number rolled
to one ability check of its choice. It can roll the die before
or after making the ability check. The spell then ends.

x Light
invocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright
light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely
covering the object with something opaque blocks the
light. The spell ends if you cast it again or dismiss it
as an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a Dexterity
saving throw to avoid the spell.

Mending

Resistance
Abjuration cantrip
Casting Time: 1 action

Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number
rolled to one saving throw of its choice. It can roll
the die before or after making the saving throw. The
spell then ends.

x Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
The spells damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spare the Dying

x Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural
power, within range. You create one of the following
magical effects within range:
Your voice booms up to three times as loud as normal
for 1 minute.
You cause flames to flicker, brighten, dim, or change
color for 1 minute.
You cause harmless tremors in the ground
for 1 minute.
You create an instantaneous sound that originates
from a point of your choice within range, such as
a rumble of thunder, the cry of a raven, or ominous
whispers.
You instantaneously cause an unlocked door or window
to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to

three of its 1-minute effects active at a time, and you can


dismiss such an effect as an action.

---------------------------------------------------------------------

Vistra Frostbeard's level and wisdom allow her to prepare 5 Cleric spells daily.
These are in addition to Vistra Frostbeard's domain spells.
Mark Vistra Frostbeard's prepared First Level cleric spells here

Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f blood)
Duration: Concentration, up to 1 minute
Up to three creatures o f your choice that you can see
within range must make Charisma saving throws.
Whenever a target that fails this saving throw makes
an attack roll or a saving throw before the spell ends,
the target must roll a d4 and subtract the number rolled
from the attack roll or saving throw.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling o f holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures o f your choice within
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or
saving throw.
A t Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.

Command
1st-level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the command on its next turn.
The spell has no effect if the target is undead, if it
doesnt understand your language, or if your command
is directly harmful to it.
Some typical commands and their effects follow. You
might issue a command other than one described here.
If you do so, the DM determines how the target behaves.
If the target cant follow your command, the spell ends.
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop. The target drops whatever it is holding and then
ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesnt move and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you
target them.

Create or Destroy Water


1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop o f water if creating water
or a few grains o f sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons o f clean
water within range in an open container. Alternatively,
the water falls as rain in a 30-foot cube within range,
extinguishing exposed flames in the area.
D estroy Water. You destroy up to 10 gallons o f water
in an open container within range. Alternatively, you
destroy fog in a 30-foot cube within range.
A t Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, you create or destroy
10 additional gallons of water, or the size of the cube
increases by 5 feet, for each slot level above 1st.

Cure Wounds
[domain spell] Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the healing increase

Detect Evil and Good


1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration,
celestial, elemental, fey, fiend, or undead within 30
feet o f you, as well as where the creature is located.
Similarly, you know if there is a place or object within
30 feet o f you that has been magically consecrated
or desecrated.
The spell can penetrate most barriers, but it is blocked
by 1 foot o f stone, 1 inch o f common metal, a thin sheet
o f lead, or 3 feet o f wood or dirt.

Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic
within 30 feet of you. If you sense magic in this way, you
can use your action to see a faint aura around any visible
creature or object in the area that bears magic, and you
learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked
by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.

Detect Poison and Disease

Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice
within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
and the next attack roll made against this target before
the end of your next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting
ability modifier. This spell has no effect on undead
or constructs.

Inflict Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can
reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d10 for each slot level above 1st

Protection from Evil and Good


1st-level abjuration
Casting Time: 1 action
Range: Touch

Components: V, S, M (holy water or powdered silver


and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you
touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey,
fiends, and undead.
The protection grants several benefits. Creatures of
those types have disadvantage on attack rolls against
the target. The target also cant be charmed, frightened,
or p os sessed by them. If the target is already charmed,
frightened, or p ossessed by such a creature, the target
has advantage on any new saving throw against the
relevant effect.

Purify Food and Drink


1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius
sphere centered on a point o f your choice within range is
purified and rendered free o f poison and disease.

Sanctuary
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until
the spell ends, any creature who targets the warded
creature with an attack or a harmful spell must first
make a Wisdom saving throw. On a failed save, the
creature must choose a new target or lose the attack
or spell. This spell doesnt protect the warded creature
from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell
that affects an enemy creature, this spell ends.

Shield of Faith
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of
holy text written on it)
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature


of your choice within range, granting it a +2 bonus to AC
for the duration
_____________________________________________________--

Vistra Frostbeard is proficient with at least 1 artisan tool set(s). Check any artisan tools with
Leatherworkers tools

Dwarf
Dwarves receive +2 constitution (already included).

Can move 25 feet even if in heavy armor

Darkvision (see 60 feet black-and-white in pitch-dark)

Dwarven resilience: Advantage on saving throws against poison, and resistance against poison
damage

Tool proficiency: This dwarf chose proficiency as a mason.

Stonecunning (always proficient with double the proficiency bonus on history checks related to
stonework; cannot become lost underground)
Hill Dwarf (subrace)
Hill Dwarves receive +1 wisdom (already included).

Dwarven toughness: Hit point maximum increases by one at each level.

Soldier
Other military folks will defer to your rank.

You know how to ride a horse.

You are proficient with at least one kind of gaming set, mounts and land vehicles.

Cleric
Proficient in using a healer kit (for resuscitations).

Ritual caster.

Three cantrips

The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.

Level 2: Channel Divinity (1 use between short rests)


Channel Divinity -- Turn Undead

Level 4: Four cantrips

Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being
turned, it is destroyed

Level 6: Channel Divinity (2 uses between short rests)

Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being
turned, it is destroyed

Level 10: Five cantrips

Level 10: Divine Intervention once a week -- percent chance.

Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being
turned, it is destroyed

Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being
turned, it is destroyed

Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being
turned, it is destroyed

Level 18: Channel Divinity (3 uses between short rests)


Level 20: Divine Intervention once a week -- succeeds automatically.

Life Cleric (domain)


Domain spells.

Proficiency with heavy armor.

When using a spell to restore hit points, recipient regains 2 + the spell level hit points.

Level 2: Channel Divinity -- Preserve Life. Distribute 5 x your level hit points to creatures within 25
feet who are at half hit points or below.

Level 6: When you cast a healing spell of level 1 or higher, you regain 2 + the spell level hp
yourself.

Level 8: Divine Strike. Add 1d8 radiant damage to weapon damage once per turn.

Level 14: Divine Strike. Add 2d8 radiant damage to weapon damage once per turn.

Level 17: Maximize all dice rolls to determine hit points restored.

Level 1:

Class

HP rolled

Cleric

Death Saving Throws:


Successes
Failures
Vistra Frostbeard's Equipment:
71 lb

Weapons / Armor / Shield (from above)

5 lb
7 lb

Backpack
Bedroll
Gaming set (cards) (proficient)
Gaming set (dice) (proficient)
Mess kit
Rations (1 day) x 10
Rope (50', hempen) x 1
Tinderbox
Torches x 10

1 lb
20 lb
10 lb
1 lb
10 lb
5 lb
1 lb

Waterskins x 1
Holy symbol (silver)
LOOTS:
jade statuette of a frog, Gems for eyes
600 CP
15 sp
EXP: 450
GOLD:

85 GP

4SP

Vistra Frostbeard's Personality Traits:


Vistra Frostbeard's Ideal(s):
Vistra Frostbeard's Bond(s):

-10sp -9cp

Vistra Frostbeard's Flaw(s):


More about Vistra Frostbeard:

Find Cragmaw Castle- 500 gold


Orc chasm- 100 gold
Iarno- 200Gold
rrrrrrrr

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