Documente Academic
Documente Profesional
Documente Cultură
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
CURRENT HP: 26
Inspiration:
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]
Proficiency bonus:
+2
Initiative modifier:
+0
= + 0 [dexterity]
+3
= + 2 [proficiency] + 1 [strength]
+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
Perception (passive):
13
Languages:
= + 4 [constitution]
Common Dwarvish
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
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).
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
---------------------------------------------------------------------
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
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 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.
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
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
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).
Dwarven resilience: Advantage on saving throws against poison, and resistance against poison
damage
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).
Soldier
Other military folks will defer to your rank.
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
Channel Divinity -- Turn Undead
Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being
turned, it is destroyed
Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being
turned, it is destroyed
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
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
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
-10sp -9cp