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CLERIC 15 PRIVATEER

CLASS & LEVEL BACKGROUND PLAYER NAME


TEGAN "TEAG" GREATBRAID
DWARF CG
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH Personality Trait. Yer as 'ard as they
22 0 25 come. A perfectionist, you demand the
17 +5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
best from yourself and expect
the utmost from others.
+3+3 PERSONALITY TRAITS

Hit Point Maximum


+3
Strength Ideal. It is the duty of every civilized Dwarfs to
DEXTERITY

11


+0

+2
Dexterity
Constitution
135 strengthen the bonds of Dwarven community and
the security of Dwarven civilization and it's preservation.

CURRENT HIT POINTS IDEALS


+0
Intelligence
+0+0 +9
Wisdom
Bond. You aim to prove you are the
+6
Charisma
greatest artisan of them all.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15
0
Acrobatics (Dex) Total SUCCESSES Flaw. You are greedy. So you cant part
+2+2 with money easily, and you haggle to get
4
Animal Handling (Wis) 15D8+2 FAILURES
the best possible deal.
0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
8
Athletics (Str)

10 1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) Darkvision 60 ft.,
Warhamm +8 1D8+3
+0+0 4
Insight (Wis)
1
Intimidation (Cha) Hand ax +8 1D6+3 Preserve Life.
Cleric Channel Divinity feature
WISDOM 0
Investigation (Int)
Xbow +5 1D8
9
Medicine (Wis) Advantage on saves vs poison, poison
18 0
Nature (Int) damage resistance
Plate armor +2
9
Perception (Wis)
+4+9 Warhammer +1.5 ft blunt, Double Prof bonus on stonework
1
Performance (Cha)
Handaxe.5 ft. or range 80/320
1
Persuasion (Cha) Healing spell lvl 1or higher heal an
CHARISMA ft. slashing,
5
Religion (Int) additional 2+ level
Xbow. 20/60 ft.pierce
12 0
Sleight of Hand (Dex)
Turn Undead
0
Stealth (Dex)
+1+6
4
Survival (Wis) Preserve life
SKILLS ATTACKS & SPELLCASTING
Kill CR 3 undead that fail save vs
turning
PASSIVE WISDOM (PERCEPTION)
Ancient dwarven crossbow
CP 10 bolt (artistic example), Blessed Healer The healing spells you
backpack, badge (guild), cast on others heal you as well. When
SP 18 bedroll, chain mail, holy you cast a spell of 1st level or higher
Armor: All armor, Shields that restores hit points to a creature
symbol, common clothing
with cleric vestments, other than you, you regain hit points
Weapons: Battleaxe, Simple
EP 25 equal to 2 + the spells level.
handaxe (2), healers kit,
Weapons, Warhammer jewelers tools, mess
GP 50 kit, pouch, rations (10 Divine Strike You infuse your weapon
days), shield (with holy strikes with divine energy. Once on
Damage Resistances: Poison PP symbol emblazoned), each o f your turns when you hit a
tinderbox, warhammer, creature with a weapon attack, you
Languages: Common, waterskin, 50ft Silk Rope can cause the attack to deal an extra
Dwarvish, Giant Money (50 gp) 2d8 radiant damage to the target.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
95 4'2" 250
AGE HEIGHT WEIGHT
TEGAN "TEAG" GREATBRAID
grey tanned red
CHARACTER NAME EYES SKIN HAIR

Crew of the TRUESILVER NAME


Dwarven Privateer Ship Moradin

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity (Recharges after You Finish a Short or Long Rest). You can channel divine
Before you became the Cleric to the energy to create one of the following effects. You can do so once. Preserve Life. As an
Dwarven Deities aboard a Privateer action, you present your holy symbol and evoke healing energy that can restore up to 15 hit
ship, you were a journeyman jeweler points. 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
and gem cutter. Even outside your use this feature on an undead or a construct. Turn Undead. As an action, you present your
home, you are recognized by your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear
badge and skill. You have the aid of a you within 30 feet of you must succeed on a DC 13 Wisdom saving throw or become turned
loose coalition of guilds, and one day for 1 minute or until it takes any damage. A turned creature must spend its turns trying to
you shall become a master your own move as far away from you as it can, and it cant willingly move to a space within 30 feet of
right. Seeking such mastery is an act you. It also cant take reactions. For its action, it can use only the Dash action or try to
of worship to you. escape from an effect that prevents it from moving. If theres nowhere to move, the creature
can use the Dodge action.
Guild Member. Fellow guild members Life Domain. The Life domain focuses on the vibrant positive energy one of the fundamental
can provide you with necessities, and forces of the universe that sustains all life. You gain a number of domain spells, which are
the guild can use its political power to always considered to be prepared, as a result of this domain. In addition, you have access to
aid you. In some areas, a guildhall the following features Disciple of Life. When you cast a spell of 1st level or higher to restore
offers a place to meet other members hit points to a creature, the creature regains additional hit points equal to 2 + the spells level.
of your profession and those who aid
the guild. You must pay dues of 5 gp ADDITIONAL FEATURES & TRAITS
per month to the guild. If you miss
payments, you must make up back
dues to remain in the guilds good
graces.

Faction. You are the healer and


Cleric aboard the Truesilver a
Dwarven Privateer ship roaming the
inner sea. You serve as spiritual
guide to cut throats and killers hoping
to someday bring them to the light.

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric:Life Domain 15 17 +9
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 1
Sacred Flame (at will) Beacon of hope Blade Barrier

Spare the Dying (at will) Spiritual Weapon Heal

Thaumaturgy (at will) Mass Healing Word

Protection from Energy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7 1
EPAR
SPELL NAME Fire Storm
ED
PR

Bess* Regenerate

Cure Wounds*
4 3
Detect Evil and Good

Detect Poison and Disease Death Ward


SPELLS KNOWN

Guiding Bolt Guardian of Faith

Healing Word Freedom of Movement

Stone Shape

8 1
Earthquake

Holy Aura

2 3
Calm Emotions

Lesser Restoration*

Prayer of Healing
5 2
Spiritual Weapon*

Mass Cure
9
Raise Dead

Flame Strike

Greater Restoration

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

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