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CHARACTER SUMMARY RACE, BACKGROUND, CLASS & FEATS

v002 RACE: Half-Elf


Morgana Jenkins, Cleric 1 (Tempest) +2 Charisma, +1 two other ability score of your choice
Medium humanoid (half-elf), chaotic good Size: Medium
Speed: 30ft
ARMOR CLASS 15 HIT POINTS 8 REMAINING Darkvision 60ft
Fey Ancestry: advantage on saving throws against being charmed, magic cannot put you to sleep
STR DEX CON INT WIS CHA Skill Versatility: gain proficiency in two skill of your choice
ABILITY SCORES 14 (+2) 15 (+2) 10 (+0) 8 (-1) 16 (+3) 12 (+1) Languages: Common, Elvish, one additional language

SAVING THROWS +2 +2 +0 -1 +5 +3 BACKGROUND: Criminal


Feature: Criminal Contact
SKILLS You have a reliable and trustworthy contact who acts as your liaison to a network of other
ACROBATICS +2 INSIGHT +5 PERFORMANCE +1 criminals
Criminal Specialty: Blackmailer
ANIMAL HANDLING +3 INTIMIDATION +1 PERSUASION +3 Skills: Deception, Stealth
ARCANA -1 INVESTIGATION -1 RELIGION -1 Tools: One type of gaming set, thieves' tools
Languages: none
ATHLETICS +2 MEDICINE +5 SLEIGHT OF HAND +2
DECEPTION +3 NATURE -1 STEALTH +4 CLASS: Cleric
HISTORY -1 PERCEPTION +5 SURVIVAL +3 Armor: All armor, shields
Weapons: Simple and martial weapons
RESISTANCES Tools: none
SENSES passive Perception 15, Darkvision 60ft Saves: Wisdom, Charisma
Common, Elvish, Goblin Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion
LANGUAGES
Spellcasting
Spell slots: finishing a long rest restores any expended spell slots.
ACTIONS ATTACKS 1 INITIATIVE +2 SPEED 30 ft Cast a cleric spell as a ritual if that spell has the ritual tag and the spell is prepared
Spellcasting focus: holy symbol
Black hat's Rapier Divine Domain (Tempest)
Martial Melee: +5 to hit, range -. Hit: 1d8+3 piercing Bonus Proficiency: martial weapons and heavy armor
Properties: proficient, finesse Divine Domain Feature (Wrath of the Storm)
Light crossbow When a creature within 5ft that you can see hits you with an attack, you can use your reaction
to cause it to make a Dexterity saving throw and it takes 2d8 lightning or thunder damage
Simple Ranged: +4 to hit, range 80/320. Hit: 1d8+2 piercing
(your choice) on a fail, and half as much on a success. This can be used 3 times.
Properties: proficient, ammunition, loading, two-handed, underwater
Expended uses are regained after a long rest
Domain Spells
1st (fog cloud, thunderwave)

SPELLCASTING SPELL SLOTS 1 2 2


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DC 13 SLOTS USED
SPELLS PREPARED/KNOWN
Cantrip Guidance , Time: 1 act, Range: touch, Duration: 1 min , Components: VS, School: divin
Desc: 1 willing creature, once +1d4 to 1 ability check of its choice (roll d4 before or after check)
Cantrip Thaumaturgy , Time: 1 act, Range: 30 ft, Duration: up to 1 min, Components: V, School: trans Desc: minor wonder,
voice booms, flames flicker, ground tremors, ominous sounds etc. (see spell) Cantrip Sacred Flame , Time: 1 act, Range: 60
ft, Duration: instant, Components: VS, School: evoc Desc: 1 creature, 1d8 radiant, dex save (target gains no benefit from
cover) 1st Thunderwave , Time: 1 act, Range: self, Duration: instant, Components: VS, School: evoc Desc: 15ft cube, 2d8
thunder, con save , on fail pushed 10ft; audible 300ft +1d8 1st Fog Cloud , Time: 1 act, Range: 120 ft, Duration: 1 hr ,
Components: VS, School: conjur Desc: 20ft rad sphere of fog, heavily obscured, 10 mph wind disperses it +20ft rad