Mountain Dwarf - War Cleric 4

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War Cleric 4 Soldier - Calvary

CLASS & LEVEL BACKGROUND PLAYER NAME

Mountain Dwarf 2700


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 -1 25 Specialty - Calvary
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Trait - I have a crude sense
of humor.
14+2 PERSONALITY TRAITS

Hit Point Maximum 31


+3
Strength
DEXTERITY I do what I must, and obey
-1


-1

+2
Dexterity
Constitution
31 just authority.
CURRENT HIT POINTS IDEALS
-1
Intelligence
8 ● +4
Wisdom
Those who fight beside me are those
● +4
Charisma worth dying for.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2

-1
Acrobatics (Dex) Total 4d8 SUCCESSES
I have little respect for anyone
12+2
+2
Animal Handling (Wis) 4 FAILURES who isn't a proven warrior.
-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+5
Athletics (Str)

-1

+2

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Dwarf***
Maul +5 2d6+3Blud *Ability Score - Constitution +2

Insight (Wis)
*Size - Medium
8 ●
+4
*Darkvision 60' - Dim=Bright, Dark=Dim(no color in Dark)
*Dwarven Resilience - Advantage vs. Poison and Resistance vs. Poison Damage

+4
Intimidation (Cha) Glaive +5 1d10+3Sla *Dwarven Combat Training - Battleaxe, Handaxe, Throwing Hammer and Warhammer
*Tools - Brewer's Supplies
*Stonecutting - you are Double Proficient in History(Int) checks vs. the Origin of Stonework

Investigation (Int)
*Languages - Common and Dwarvish
WISDOM -1
***Subrace - Mountain Dwarf***
S.Flame D12 1d8Radian *Ability Score - Strength +2

Medicine (Wis)
+2 *Dwarven Armor Training - Light and Medium

+2
-1
Nature (Int) Sacred Flame - 60' 1 target for 1d8 Radiant
--==Background==--
***Background - Soldier***
*Skills - Athletics(Str) and Intimidation(Cha)
*Tools - Gaming Set and Vehicles(land)
damage or Dexterity save to negate, target
15 +2
Perception (Wis) gains no benefit from cover. --==Class==--
***Class - Cleric***

Performance (Cha)
+2 *Hit Dice - 4d8
*Armor - Shields
*Weapons - Simple
War Priest (2/2)
Persuasion (Cha)
+4 *Saving Throws - Wisdom and Charisma

CHARISMA *Skills - Insight(Wis) and Persuasion(Cha)
*Starting Wealth - 200GP(5d4x10)
*Prepared Spells(6)
-1
Religion (Int) Channel Divinity(1/1) *Ritual Casting - you may cast any Prepared spell with the "Ritual" tag as a Ritual without

+2 -1
Sleight of Hand (Dex)
*Turn Undead
*Guided Strike
consuming a Spell Slot, an additional 10 minutes are required to do so.
*Channel Divinity(1) - 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
save or be "Turned" for 1 minute; Turned Undead must spend its turns trying to move as far
away from you as it can, and cannot willingly move to a space within 30' of you. It also
-1
Stealth (Dex) 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
14 the Dodge action.
+2
Survival (Wis) --==Archetype==--
***Archetype - War Domain***
*Deity - Clanggedin Silverbeard
SKILLS ATTACKS & SPELLCASTING *Armor - Heavy
*Weapons - Martial
*War Priest(2) - you may make an bonus attack when you make the Attack action
*Channel Divinity(Guided Strike) - you may use this ability to add +10 to an Attack Roll you
make after you see the roll but before the DM determines it is a hit or miss.

12 PASSIVE WISDOM (PERCEPTION)


Body - Splintmail (AC 17 --==Special==--
CP ***Feats***
*Polearm Master - when you use the Attack action with a Glaive, Halberd or Quarterstaff
no Dex, Disadvantage vs. you may use a Bonus Action to make an attack with the opposite end of the weapon (1d4
Bludgeoning), and when equipped with either a Glaive, Halberd, Pike or Quarterstaff
Stealth) enemies Provoke an Attack of Opportunity when they enter your Reach.

SP
RH - Maul/Glaive
LH -
EP

Misc - Holy Symbol


GP 88
PP

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 - An insignia of rank, a trophy taken from


a fallen enemy (broken blade), a set of bone dice, a set of
common clothes, and a belt pouch
Cleric Starting Equipment - Chainmail(75GP), Maul(10GP),
Glaive(20GP), Dungeoneer's Pack(12GP) and Holy Symbol
(Amulet 5GP)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric
Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Spare the Dying
Sacred Flame
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Divine Favor (Domain)

● Shield of Faith (Domain)


4
● Cure Wounds

● Healing Word
SPELLS KNOWN

● Bless

● Bane

Detect Evil and Good

Detect Magic (Ritual)

Guiding Bolt

Inflict Wounds
8

2 3
● Magic Weapon (Domain)

● Spiritual Weapon (Domain)

● Prayer of Healing
5
Calm Emotions

Silence (Ritual)
9
Blindness/Deafness

● Hold Person

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

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