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Level 4 Wood Elf Cleric, Light Domain (2) / Warlock, The Celestial (2) 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Maria de Clerys Mordeqaur
Hermit Chaotic Neutral Reuxilia
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Chain Shirt 17 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
SHIELD
AC
Shield Spellcasting. You can cast cleric spells as rituals. You
N
CIE C
can prepare 5 spells from the cleric spell list. You
-1 Strength can use a holy symbol as your spellcasting focus.
Y
PROFI

-1
+2 Dexterity
Channel Divinity (1/Short Rest).
-1 Constitution ARMOR CLASS
DEXTERITY
+2 Intelligence
Turn Undead (Action—Channel Divinity). Each
MAXIMUM HIT DICE TEMPORARY undead that can see or hear you within 30 feet of
14 ✘


+5 Wisdom

+4 Charisma
18 4d8 you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1
CONDITIONAL
minute or until it takes any damage.A turned
creature must spend its turns trying to move as far
+2 away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take
CURRENT HIT POINTS reactions. For its action, it can use only the Dash
CONSTITUTION DEATH SAVING THROWS
action or try to escape from an effect that prevents
SAVING THROWS
it from moving. If there’s nowhere to move, the
8 N
CIE C

+2 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature can use the Dodge action.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Warding Flare (Reaction—3/Long Rest). When you


+3 Animal Handling (Wis)
are attacked by a creature within 30 feet of you that
-1 +2 Arcana (Int) Darkvision you can see, you can use your reaction to impose
disadvantage on the attack roll, causing light to flare
-1 Athletics (Str)
before the attacker before it hits or misses.
INTELLIGENCE +2 Deception (Cha)
Radiance of the Dawn (Action—Channel Divinity).
14 ✘
+2 History (Int)
+5 Insight (Wis)
You present your holy symbol, and any magical
darkness within 30 feet of you is dispelled. Each
hostile creature within 30 feet of you must make a
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Constitution saving throw. A creature takes 2d10+2
+2 +2 Investigation (Int) radiant damage on a failed saving throw, and half as
Fey Ancestry. Advantage on saving throws against much damage on a successful one. A creature that
✘ +5 Medicine (Wis)
being charmed, and magic can’t put you to sleep. has total cover from you is not affected.
WISDOM +2 Nature (Int)
The Celestial. Your patron is a powerful being of the
16 ✘ +5 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 Upper Planes.
+2 Performance (Cha) hours a day.
Eldritch Invocations.
✘ +4 Persuasion (Cha)
+3 Mask of the Wild. You can attempt to hide even Agonizing Blast. When you cast eldritch blast, add
✘ +4 Religion (Int) when you are only lightly obscured. 2 to the damage it deals on a hit.
Eldritch Sight. You can cast detect magic at will,
+2 Sleight of Hand (Dex)
without expending a spell slot.
CHARISMA +2 Stealth (Dex)
Bonus Cantrips. You gain the sacred flame and light
14 +3 Survival (Wis)
SKILLS
cantrips.

Healing Light. As a bonus action, you can use 3 d6s


+2 15 PASSIVE PERCEPTION to heal an ally you can see within 60 feet. The
maximum number of dice you can use at once is 2.

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Warhammer 5 ft -1 vs AC 1d8-1 bludgeoning
Versatile
FEATURES & TRAITS
Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shield

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Simple Weapons

Tool Proficiencies. Herbalism kit

Languages. Common, Elvish, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 87 years old. 4'1" 87 pounds
GENDER AGE HEIGHT WEIGHT
Maria de Clerys Mordeqaur Green Fair Blonde
CHARACTER NAME EYES SKIN HAIR

NAME

The Emerald Enclave

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

There is a holy symbol on his forehead that shines whenever he uses magic.
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Warhammer] 1 2
Crossbow, Light 1 5
Crossbow Bolt 27 1.35

Priest’s Pack 1 10
[Shield] 1 6
Amulet 1 1
[Chain Shirt] 1 20

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 245 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

50.3 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Brooch of Shielding : While wearing this brooch, you have resistance to force damage, and you have
immunity to damage from the magic missile spell. This item can be found in the Dungeon Master’s
Guide. This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it
changes color depending on the season as if it were.

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 5

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Light Domain

CANTRIPS Guidance Mending


Spare the Dying

1ST LEVEL 3 SPELL SLOTS ● Burning Hands (Always Prepared) ● Faerie Fire (Always Prepared)
Bane Bless Ceremony
Command Create or Destroy Water Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Guiding Bolt Healing Word Inflict Wounds
Protection from Evil and Good Purify Food and Drink Sanctuary
Shield of Faith

Charisma +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Celestial

CANTRIPS Eldritch Blast Light


Light Mage Hand Sacred Flame

1ST LEVEL 2 SPELL SLOTS Guiding Bolt Hellish Rebuke


Unseen Servant
Eldritch Blast Guidance Light
Evocation Cantrip Divination Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss)

A beam of crackling energy streaks toward a creature within range. You touch one willing creature. Once before the spell ends, the target You touch one object that is no larger than 10 feet in any dimension.
Make a ranged spell attack against the target. On a hit, the target can roll a d4 and add the number rolled to one ability check of its Until the spell ends, the object sheds bright light in a 20-foot radius
takes 1d10 force damage. choice. It can roll the die before or after making the ability check. The and dim light for an additional 20 feet. The light can be colored as
The spell creates more than one beam when you reach higher spell then ends. you like. Completely covering the object with something opaque
levels: two beams at 5th level, three beams at 11th level, and four blocks the light. The spell ends if you cast it again or dismiss it as an
beams at 17th level. you can direct the beams at the same target or action.
at different ones. Make a separate attack roll for each beam. 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.

Pact Magic (Warlock) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Bonus Cantrips (Warlock) Player’s Handbook

Mage Hand Mending Sacred Flame


Conjuration Cantrip Transmutation Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE 60 feet
DURATION 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S

A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as Flame-like radiance descends on a creature that you can see within
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a range. The target must succeed on a Dexterity saving throw or take
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 radiant damage. The target gains no benefit from cover for this
you cast this spell again. in any dimension, you mend it, leaving no trace of the former saving throw. The spell’s damage increases by 1d8 when you reach
You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8).
to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object.
retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Pact Magic (Warlock) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Bonus Cantrips (Warlock) Player’s Handbook

Spare the Dying Burning Hands Detect Magic


Necromancy Cantrip 1st-level evocation 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self (15-foot cone) RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch a living creature that has 0 hit points. The creature As you hold your hands with thumbs touching and fingers spread, a For the duration, you sense the presence of magic within 30 feet of
becomes stable. This spell has no effect on undead or constructs. thin sheet of flames shoots forth from your outstretched fingertips. you. If you sense magic in this way, you can use your action to see a
Each creature in a 15-foot cone must make a Dexterity saving throw. faint aura around any visible creature or object in the area that bears
A creature takes 3d6 fire damage on a failed save, or half as much magic, and you learn its school of magic, if any. The spell can
damage on a successful one. The fire ignites any flammable objects in penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
the area that aren’t being worn or carried. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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.

Spellcasting (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook Eldritch Sight (Warlock) Player’s Handbook
Faerie Fire Guiding Bolt Hellish Rebuke
1st-level evocation 1st-level evocation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V, S

Each object in a 20-foot cube within range is outlined in blue, green, A flash of light streaks toward a creature of your choice within range. Reaction: you are being damaged by a creature within 60 feet of you
or violet light (your choice). Any creature in the area when the spell is Make a ranged spell attack against the target. On a hit, the target that you can see You point your finger, and the creature that
cast is also outlined in light if it fails a Dexterity saving throw. For the takes 4d6 radiant damage, and the next attack roll made against this damaged you is momentarily surrounded by hellish flames. The
duration, objects and affected creatures shed dim light in a 10-foot target before the end of your next turn has advantage, thanks to the creature must make a Dexterity saving throw. It takes 2d10 fire
radius. mystical dim light glittering on the target until then. damage on a failed save, or half as much damage on a successful one.
Any attack roll against an affected creature or object has advantage At Higher Levels. When you cast this spell using a spell slot of 2nd At Higher Levels. When you cast this spell using a spell slot of 2nd
if the attacker can see it, and the affected creature or object can’t level or higher, the damage increases by 1d6 for each slot level above level or higher, the damage increases by 1d10 for each slot level
benefit from being invisible. 1st. above 1st.

Light Domain (Cleric) Player’s Handbook Pact Magic (Warlock) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Unseen Servant
1st-level conjuration (ritual)

CASTING TIME 1 action


RANGE 60 feet
DURATION 1 hour
COMPONENTS V, S, M (a piece of string and a bit of wood)

This spell creates an invisible, mindless, shapeless force that performs


simple tasks at your command until the spell ends. The servant
springs into existence in an unoccupied space on the ground within
range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally
command the servant to move up to 15 feet and interact with an
object. The servant can perform simple tasks that a human servant
could do, such as fetching things, cleaning, mending, folding clothes,
lighting fires, serving food, and pouring wine. Once you give the
command, the servant performs the task to the best of its ability until
it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Pact Magic (Warlock) Player’s Handbook


Warhammer Crossbow, Light Crossbow Bolt
Weapons Weapons Ammunition

Crossbow bolts are used with a crossbow to make a ranged


attack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Priest’s Pack Shield Amulet


Equipment Packs Armor Spellcasting Focus

Includes a backpack, a blanket, 10 candles, a tinderbox, an A shield is made from wood or metal and is carried in one A holy symbol is a representation of a god or pantheon. It
alms box, 2 blocks of incense, a censer, vestments, 2 days hand. Wielding a shield increases your Armor Class by 2. might be an amulet depicting a symbol representing a
of rations, and a waterskin. You can benefit from only one shield at a time. deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

10 lbs. Player’s Handbook 6 lb. Player’s Handbook 1 lb. Player’s Handbook

Chain Shirt
Armor

Made of interlocking metal rings, a chain shirt is worn


between layers of clothing or leather. This armor offers
modest protection to the wearer’s upper body and allows
the sound of the rings rubbing against one another to be
muffled by outer layers.

20 lb. Player’s Handbook

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