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Cleric (3)

CLASS & LEVEL BACKGROUND PLAYER NAME


Orbrov's Army Cleric
Tiefling
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2 30
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

0 PERSONALITY TRAITS

Hit Point Maximum 24


0 Strength
DEXTERITY
+2 Dexterity

14 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+2
+4 Wisdom

+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14 +2 Acrobatics (Dex) Total 3d8 SUCCESSES

+2 +2 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
0 Athletics (Str)

12 0 Deception (Cha)
+1 History (Int)
NAME

Crossbow, light
ATK BONUS DAMAGE/TYPE

+4 1d8 + 2 piercing Darkvision: 60 ft.


+1
+4 Insight (Wis)
0 Intimidation (Cha) Handaxe +2 1d6 slashing
Damage Resistances:
WISDOM +1 Investigation (Int)
fire
+4 Medicine (Wis)
14

+1 Nature (Int) ---------------Actions-------


+2 +2 Perception (Wis) -------
0 Performance (Cha) Channel Divinity:
CHARISMA 0 Persuasion (Cha) Preserve Life. Distribute
+1 Religion (Int)
15 HPs healing among
11 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
any creatures within 30
0 +2 Survival (Wis)
ft., each can be
SKILLS ATTACKS & SPELLCASTING
restored to at most 1/2
their HP max.
12 PASSIVE WISDOM (PERCEPTION)
CP
Amulet (1); Channel Divinity: Turn
Undead. Undead within
Weapon Proficiencies:
SP Crossbow 30 feet must make a
Simple EP
bolt (20); DC 12 Wisdom save or
Armor Proficiencies: Heavy; Scale mail be turned for 1 min. or
until damaged (see
Light; Medium; Shields
GP
(1); Shield PHB 59).
Language Proficiencies:
PP
(1)
Common; Infernal (additional features &
traits on page 2)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT
Orbrov's Army Cleric
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity. Channel divine power using Turn


Undead or one of your domain Channel Divinity options.
(use once/rest, see PHB 59).

Disciple of Life. 1st level or greater healing spells


increase healing by 2 + spell's level HPs (see PHB 60).

Hellish Resistance. Resistance to fire damage (see


PHB 43).

Infernal Legacy. You know thaumaturgy and can cast


Hellish Rebuke once per day. CHA is the spellcasting
ability. (see PHB 43).

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Resistance
Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bless (Domain)

Cure Wounds (Domain)


4
Healing Word

Purify Food and Drink


SPELLS KNOWN

Shield of Faith

2 2
Gentle Repose

Lesser Restoration (Domain)


Prayer of Healing
5
Spiritual Weapon (Domain)

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Tiefling
Charisma 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Hellish Rebuke

4
SPELLS KNOWN

2 2

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Page 1

Level-1 enchantment Level-1 evocation Level-2 necromancy


Bless Cure Wounds Gentle Repose
1 act. 30 ft V,S,M Conc, 1 min 1 act. Touch V,S Inst 1 act. Touch V,S,M 10 days
You bless up to three creatures of your A creature you touch regains a number of hit You touch a corpse or other remains. For the
choice within range. Whenever a target points equal to 1d8 + your spellcasting ability duration, the target is protected from decay
makes an attack roll or a saving throw before modifier. This spell has no effect on undead and can't become undead. The spell also
the spell ends, the target can roll a d4 and or constructs. At Higher Levels. When you effectively extends the time limit on raising
add the number rolled to the attack roll or cast this spell using a spell slot of 2nd level or the target from the dead, since days spent
saving throw. At Higher Levels. When you higher, the healing increases by 1d8 for each under the influence of this spell don't count
cast this spell using a spell slot of 2nd level or slot level above 1st. against the time limit of spells such as raise
higher, you can target one additional creature dead.
for each slot level above 1st.

Cleric DC 12 Mod +4 Cleric DC 12 Mod +4 Cleric DC 12 Mod +4

Divination cantrip Level-1 evocation Level-2 abjuration


Guidance Healing Word Lesser Restoration
1 act. Touch V,S Conc, 1 min 1 b.a. 60 ft V Inst 1 act. Touch V,S Inst
You touch one willing creature. Once before A creature of your choice that you can see You touch a creature and can end either one
the spell ends, the target can roll a d4 and within range regains hit points equal to 1d4 + disease or one condition afflicting it. The
add the number rolled to one ability check of your spellcasting ability modifier. This spell condition can be blinded, deafened,
its choice. It can roll the die before or after has no effect on undead or constructs. At paralyzed, or poisoned.
making the ability check. The spell then ends. Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the healing
increases by 1d4 for each slot level above
1st.

Cleric DC 12 Mod +4 Cleric DC 12 Mod +4 Cleric DC 12 Mod +4

Level-2 evocation Level-1 transmutation Abjuration cantrip


Prayer of Healing Purify Food and Drink Resistance
10 mins 30 ft V Inst 1 act. 10 ft V,S Inst 1 act. Touch V,S,M Conc, 1 min
Up to six creatures of your choice that you All nonmagical food and drink within a You touch one willing creature. Once before
can see within range each regain hit points 5-foot-radius sphere centered on a point of the spell ends, the target can roll a d4 and
equal to 2d8 + your spellcasting ability your choice within range is purified and add the number rolled to one saving throw of
modifier. This spell has no effect on undead rendered free of poison and disease. its choice. It can roll the die before or after
or constructs. At Higher Levels. When you making the saving throw. The spell then
cast this spell using a spell slot of 3rd level or ends.
higher, the healing increases by 1d8 for each
slot level above 2nd.

Cleric DC 12 Mod +4 Cleric DC 12 Mod +4 Cleric DC 12 Mod +4


Page 1 (reverse)
Page 2

Level-1 abjuration Necromancy cantrip Level-2 evocation


Shield of Faith Spare the Dying Spiritual Weapon
1 b.a. 60 ft V,S,M Conc, 10 mins 1 act. Touch V,S Inst 1 b.a. 60 ft V,S 1 min
A shimmering field appears and surrounds a You touch a living creature that has 0 hit You create a floating, spectral weapon within
creature of your choice within range, granting points. The creature becomes stable. This range that lasts for the duration or until you
it a +2 bonus to AC for the duration. spell has no effect on undead or constructs. cast this spell again. When you cast the spell,
you can make a melee spell attack against a
creature within 5 feet of the weapon. On a hit,
the target takes force damage equal to 1d8 +
your spellcasting ability modifier. As a bonus
action on your turn, you can move the
weapon up to 20 feet and repeat the attack
against a creature within 5 feet of it. The
weapon can take whatever form you choose.
Clerics of deities who are associated with a
particular weapon (as St. Cuthbert is known
for his mace and Thor for his hammer) make
this spell's effect resemble that weapon. At
Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 1d8 for every two slot levels
above 2nd.

Cleric DC 12 Mod +4 Cleric DC 12 Mod +4 Cleric DC 12 Mod +4

Level-1 evocation Transmutation cantrip


Hellish Rebuke Thaumaturgy
1 react. 60 ft V,S Inst 1 act. 30 ft V Up to 1 min
You point your finger, and the creature that You manifest a minor wonder, a sign of
damaged you is momentarily surrounded by supernatural power, within range. You create
hellish flames. The creature must make a one of the following magical effects within
Dexterity saving throw. It takes 2d10 fire range: Your voice booms up to three times
damage on a failed save, or half as much as loud as normal for 1 minute. You cause
damage on a successful one. At Higher flames to flicker, brighten, dim, or change
Levels. When you cast this spell using a spell color for 1 minute. You cause harmless
slot of 2nd level or higher, the damage tremors in the ground for 1 minute. You
increase by 1d10 for each slot level above create an instantaneous sound that originates
1st. from a point of your choice within range, such
as a rumble of thunder, the cry of a raven, or
ominous whispers. You instantaneously
cause an unlocked door or window to fly open
or slam shut. You alter the appearance of
your eyes for 1 minute. If you cast this spell
multiple times, you can have up to three of its
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Tiefling DC 10 Mod +2 Tiefling DC 10 Mod +2


Page 2 (reverse)

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