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Cleric Life Domain 15 Hermit - Cloistered

CLASS & LEVEL BACKGROUND PLAYER NAME

Human 165000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
Life of Seclusion - I was partaking of communal living in accordance with
STRENGTH
20 +1 30
the dictates of a religious order.
Trait - The leader of my community had something wise to say on every topic, and I
am eager to share that wisdom.

-1 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 138


-1
Strength
DEXTERITY Greater Good. My gifts are meant to be

+1


+1

+2
Dexterity
Constitution
138 shared with all, not used for my own
benefit.
CURRENT HIT POINTS IDEALS
+2
Intelligence
12 ● +10
Wisdom
Nothing is more important than the other
● +4
Charisma members of my hermitage, order, or
CONSTITUTION SAVING THROWS association.
TEMPORARY HIT POINTS BONDS

+2

+1
Acrobatics (Dex) Total 15d8 SUCCESSES Now that I've returned to the world, I enjoy its delights
a little too much
14+1
+5
Animal Handling (Wis) 15 FAILURES

+2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

+2

-1

+7
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Human***
Mace +4 1d6-1Blud *Ability Score - Wisdom +2

Insight (Wis)
*Size - Medium
14 ●
+10
*Skill - Perception(Wis)
*Feat - Healer

-1
Intimidation (Cha) S. Flame D18 3d8Radian *Languages - Common and Celestial

--==Background==--

Investigation (Int)
***Background - Hermit***
WISDOM +2
*Skills - Medicine(Wis) and Religion(Int)
*Tools - Herbalism Kit

Medicine (Wis)
● +10 *Language - Sylvan

+5
+2
Nature (Int) Divine Strike (+2d8 Radiant)
--==Class==--
***Class - Cleric***
*Ability Score - Wisdom +3 and Constitution +1
*Hit Dice - 15d8

Perception (Wis)
*Armor - Light, Medium and Shields

+10 Sacred Flame - 60' 1 target takes 3d8 Radiant damage or *Weapons - Simple
15+5 makes a Dexterity save to negate, no benefit for cover. *Saving Throws - Wisdom and Charisma

Performance (Cha)
-1 *Skills - Insight(Wis) and History(Int)
*Starting Wealth - 200GP(5d4x10)
Healer's Kit (10/10) *Prepared Spells(20)

Persuasion (Cha)
-1 *Ritual Casting - you may cast any Prepared Spell with the "Ritual" tag as a Ritual without

CHARISMA expending a Spell Slot, an additional 10 minutes are required to do so.


Channel Divinity (2/2) *Channel Divinity(2) - you may use these to power various effects per short or long rest.
*Channel Divinity(Turn Undead) - you cause Undead within 30' of you to make a Wisdom

+7
Religion (Int) *Turn Undead (Destroy CR3) save or be "Turned" for 1 minute; Turned Undead must spend its turns trying to move as far

-1 +1
Sleight of Hand (Dex)
*Preserve Life (75HP) away from you as it can, and cannot willingly move to a space within 30' of you. It also
cannot make Reactions, for its Action it can only make the Dash action or attempt to
escape from an effect that prevents it from moving, if there's nowhere to move it can use
the Dodge action.
*Destroy Undead(CR3) - when an Undead fails its saving throw against your "Turn Undead"
+1
Stealth (Dex) ability it is instantly destroyed if it is equal or below a certain Challenge Rating(CR).
*Divine Intervention - you may call upon Ilmater for assistance, roll a d100 and if you roll
8 equal or below your Cleric level Ilmater intervenes; you may use this ability again after 7
+5
Survival (Wis) days if Ilmater intervenes, if not then after a long rest.

--==Archetype==--
***Archetype - Life Domain***
SKILLS ATTACKS & SPELLCASTING *Deity - Ilmater
*Armor - Heavy
*Disciple of Life - whenever you cast a Healing spell of 1st level or higher, targets gain
additional Hit Points equal to 2 plus the spells level.
*Channel Divinity(Preserve Life - 75HP) - you may use a pool equal to 5 times your Cleric

20 PASSIVE WISDOM (PERCEPTION)


Body - Plate (AC18
level to heal visible creatures within 30' of you for up to half of their maximum Hit Point
value, the pool may be divided however you choose.
CP *Blessed Healer - whenever you cast a Healing spell of 1st level or higher, that heals
another creature you regain Hit Points equal to 2 plus the spell's level.

no Dexterity Modifier, *Divine Strike(+2d8) - once per turn you may add Radiant damage your weapon attack.

--==Special==--

SP Disadvantage vs. ***Feats***


*Healer - Healer's Kits give 1 Hit Point to creatures you stabilize and as an Action you may
use a Healer's Kit to restore 1d6+4 Hit Points to a creature plus additional Hit Points equal

Stealth) to their maximum Hit Dice number; once a creature receives restoration by this method
they may not do so again until after a Short Rest.
*Tough - gain 2 Hit Points per level.

EP LH - Shield (+2 AC,


holy symbol)
GP 71 RH - Mace

PP Misc - Healer's Kit


(10/10)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Background Equipment - A scroll case stuffed full of notes from


your studies or prayers, a winter blanket, a set of common
clothes, and a herbalism kit
Cleric Starting Equipment - Chainmail(75GP), Shield(10GP),
Mace(5GP), Holy Symbol(painted on shield - 5GP), Priest's Pack
(19GP) and 2xHealer's Kits(10GP)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric
Wisdom 18 +10
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Spare the Dying ● Beacon of Hope (Domain) ● Heal

Sacred Flame ● Revivify (Domain) Blade Barrier

Light ● Mass Healing Word Word of Recall

Guidance ● Dispel Magic ● Create Undead

Resistance Remove Curse True Seeing

Bestow Curse

● Animate Dead

Speak with Dead

Tongues
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Water Walk

1 4 ● Protection from Energy


7 1
Magic Circle

EPAR
SPELL NAME Regenerate
ED
PR

● Bless (Domain) ● Conjure Celestial

● Cure Wounds (Domain)


4 3 Resurrection

● Healing Word Fire Storm

● Detect Magic (Ritual) ● Death Ward (Domain)


SPELLS KNOWN

● Bane ● Guardian of Faith (Domain)

Inflict Wounds ● Freedom of Movement

● Guiding Bolt Banishment

Sanctuary

Detect Poison and Disease (Ritual)

Detect Evil and Good


8 1
● Antimagic Field

Earthquake

2 3 Control Weather

Holy Aura

● Lesser Restoration (Domain)

● Spiritual Weapon (Domain)

● Prayer of Healing
5 2
Aid

Calm Emotions ● Mass Cure Wounds (Domain)


9
Blindness/Deafness ● Raise Dead (Domain)

● Hold Person ● Insect Plague

● Silence (Ritual) ● Flame Strike

Scrying

Contagion

Greater Restoration

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

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