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CHARACTER SUMMARY

RACE, BACKGROUND, CLASS & FEATS


v1.60

, Cleric 5 (Light)
Medium humanoid (tiefling), neutral good
ARMOR CLASS 18
HIT POINTS

ABILITY SCORES
SAVING THROWS

STR
10 (+0)
+0

50

DEX
14 (+2)
+2

REMAINING

CON
15 (+2)
+2

INT

WIS

CHA

16 (+3)

16 (+3)

18 (+4)

+3

+6

+7

SKILLS
ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION

HISTORY
RESISTANCES
SENSES
LANGUAGES

+2
+3
+3
+0
+4
+6

INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION

PERFORMANCE

+6
+4
+3
+3
+3
+3

+7
+4
+6
+2
+2
+3

PERSUASION

RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL

RACE: Tiefling
+1 Intelligence, +2 Charisma
Size: Medium
Speed: 30ft
Darkvision 60ft
Hellish Resistance: resistance to fire damage
Infernal Legacy
- Know the thaumaturgy cantrip
- Cast hellish rebuke as a 2nd-level spell and darkness once, regain ability after a long rest
- Spell Ability (Cha) Save DC = 15
Languages: Common, Infernal
BACKGROUND: Acolyte
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the
religious ceremonies of your deity.
Skills: Insight, Religion
Tools: none
Languages: Two of your choice

fire
passive Perception 13, Darkvision 60ft
Dwarvish, Elvish, Draconic, Undercommon

ATTACKS
ACTIONS
Light crossbow

INITIATIVE +2

SPEED 30 ft

Simple Ranged: +5 to hit, range 80/320. Hit: 1d8+2 piercing


Properties: proficient, ammunition, loading, two-handed, underwater

Warhammer
Martial Melee: +0 to hit, range -. Hit: 1d8 bludgeoning
Properties: not proficient, versatile (1d10)

Mace
Simple Melee: +3 to hit, range -. Hit: 1d6 bludgeoning
Properties: proficient

Dagger
Simple Melee: +5 to hit, range 20/60. Hit: 1d4+2 piercing
Properties: proficient, finesse, light, thrown, underwater

Attack Spell (Wis)


Spell: +6 to hit, range see spell. Hit: see spell see spell
Properties: proficient

Attack Spell (Cha)


Spell: +7 to hit, range see spell. Hit: see spell see spell
Properties: proficient

SPELLCASTING
DC 15

SPELL SLOTS 1 4 2 3 3 2 4

SLOTS USED

SPELLS PREPARED/KNOWN

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 Spare the Dying , Time: 1 act, Range: touch, Duration: instant, Components: VS, School: necro
Desc: 1 creature (not undead/construct) with 0 current HP becomes stable
Cantrip Light , Time: 1 act, Range: touch, Duration: 1 hr, Components: VM, School: evoc
Desc: 1 object (10ft cube), 20ft rad bright light +20ft dim (any color), ends if dismissed (action) or cast again
Cantrip Eldritch Blast , Time: 1 act, Range: 120 ft, Duration: instant, Components: VS, School: evoc
Desc: ranged, 1d10 force per beam, 2 beams
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 Resistance , Time: 1 act, Range: touch, Duration: 1 min , Components: VSM, School: abjur
Desc: 1 willing creature, +1d4 to 1 saving throw (before or after rolling) once before the spell ends
Cantrip Mending , Time: 1 min, Range: touch, Duration: instant, Components: VSM, School: trans
Desc: repair single break/tear in 1 object (5ft cube), repairs magical item/construct but doesn't restore magic
Cantrip Sacred Flame , Time: 1 act, Range: 60 ft, Duration: instant, Components: VS, School: evoc
Desc: 1 creature, 2d8 radiant, dex save (target gains no benefit from cover)
1st Burning Hands , Time: 1 act, Range: self, Duration: instant, Components: VS, School: evoc
Desc: 15ft cone, 3d6 fire, dex save , unattended flammable objects ignite +1d6
1st Faerie Fire , Time: 1 act, Range: 60 ft, Duration: 1 min , Components: V, School: evoc
Desc: 20ft cube, creatures/objects dex save or outlined in 10ft rad dim light, attack against them have adv
1st Bless , Time: 1 act, Range: 30 ft, Duration: 1 min , Components: VSM, School: ench
Desc: bless up to 3 creatures, +1d4 attack rolls and saving throws +1 creature
1st Command , Time: 1 act, Range: 60 ft, Duration: 1 rnd, Components: V, School: ench
Desc: 1 creature (not undead), wis save or follow one-word command (drop, flee etc.) +1 creature
1st Guiding Bolt , Time: 1 act, Range: 120 ft, Duration: 1 rnd, Components: VS, School: evoc
Desc: ranged, 4d6 radiant, next attack against target has adv +1d6
2nd Scorching Ray , Time: 1 act, Range: 120 ft, Duration: instant, Components: VS, School: evoc
Desc: ranged, 3 rays (separate attacks), 2d6 fire each (single or mulitple targets) +1 ray
2nd Aid , Time: 1 act, Range: 30 ft, Duration: 8 hr, Components: VSM, School: abjur
Desc: 3 creatures, current HP and HP max increased by 5 for duration +5 HP
2nd Spiritual Weapon , Time: 1 bon, Range: 60 ft, Duration: 1 min, Components: VS, School: evoc
Desc: melee, 1d8+spell ability modifier force, bon to move 20ft and/or attack 4 +1d8, 6 +2d8, 8 +3d8
2nd Prayer of Healing , Time: 10 min, Range: 30 ft, Duration: instant, Components: V, School: evoc
Desc: 6 creatures (not undead/constructs), regain 2d8+spell ability modifier HP +1d8
3rd Daylight , Time: 1 act, Range: 60 ft, Duration: 1 hr, Components: VS, School: evoc
Desc: 60ft rad sphere bright light +60ft dim light, darkness created by a 3rd level spell or lower is dispelled
3rd Fireball , Time: 1 act, Range: 150 ft, Duration: instant, Components: VSM, School: evoc
Desc: 20ft rad, 8d6 fire, dex save , unattended flammable objects ignite +1d6
3rd Animate Dead , Time: 1 min, Range: 10 ft, Duration: instant, Components: VSM, School: necro
Desc: animate & control 24hr, 1 zombie (corpse) or skeleton (bones), bon to command within 60ft +2 dead
3rd Speak with Dead , Time: 1 act, Range: 10 ft, Duration: 10 min, Components: VSM, School: necro
Desc: 1 corpse (not undead) with a mouth answers 5 questions, knows only what it knew in life (see spell)
3rd Spirit Guardians , Time: 1 act, Range: self, Duration: 10 min , Components: VSM, School: conjur
Desc: 15ft rad, undesignated creature enter/start turn speed, 3d8 radiant/necrotic, wis save +1d8

CLASS: Cleric
Armor: Light & medium armor, shields
Weapons: Simple weapons
Tools: none
Saves: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion
Spellcasting
Spell slots: finishing a long rest restores any expended spell slots.
Cast a cleric spell as a ritual if that spell has the ritual tag and the spell is prepared
Spellcasting focus: holy symbol
Divine Domain (Light)
Bonus cantrip: light
Divine Domain Feature (Warding Flare)
When you are attacked by a creature that you can see within 30ft, use your reaction to impose
disadvantage on the attack roll. An attacker that cant be blinded is immune
This can be used 3 times and expended uses are regained after a long rest
Domain Spells
1st (burning hands, faerie fire)
3rd (flaming sphere, scorching ray)
5th (daylight, fireball)
Channel Divinity: 1 use between a short or long rest
- Turn Undead
Undead that can see or hear you within 30ft must make a Wisdom saving throw or be turned
for 1 minute or until they take damage
- Radiance of the Dawn (Divine Domain Feature)
As an action any magical darkness within 30ft is dispelled and each hostile creature must make
a Constitution saving throw. A creature takes radiant damage equal to 2d10+5 on a fail, and
half as much damage on a success. A creature that has total cover from you is not affected
Ability Score Improvement / Feat: Level 4
Destroy Undead: CR or lower
ABILITY SCORE IMPROVEMENT & FEATS
Healer - Cleric 4
- When you use a healers kit to stabilize a dying creature, that creature also regains 1 hit point
- As an action, you can spend one use of a healers kit to tend to a creature and restore 1d6+4
hit points to it, plus additional hit points equal to the creatures maximum number of Hit Dice
The creature cant regain hit points from this feat again until it finishes a short or long rest

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