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Cleric/Tempest Domain 3 Hermit Carl

class & level BackgrouNd Player Name


Irminsul
Elf/Wood Elf Lawful Evil
character Name race aligNmeNt exPerieNce PoiNts

inspiratiOn
strEngth
18 0 35
11 armOr
class
+2 prOficiEncy bOnus initiativE spEEd

0 PersoNality traits

hit Point maximum 18


0 strength
dExtErity
0 dexterity

10 +2 constitution
ideals
currEnt hit pOints
+2 intelligence
0 +3 Wisdom
* +1 charisma
cOnstitutiOn
* saving thrOws
tEmpOrary hit pOints BoNds
14
0 acrobatics (dex) total successes
+2 +1 animal handling (Wis) Failures
+2 arcana (int) hit dice death saves FlaWs
intElligEncE 0 athletics (str)
-1 deception (cha)
15 Name atk BoNus damage/tyPe . See the Players Handbook for details.
+4 history (int)
+2
* +3 insight (Wis)
Greatsword +2 2d6 slashing Fey Ancestry. You have advantage on saving throws against

* -1 intimidation (cha) Net +2 d


being charmed and magic can't put you to sleep

Trance. Elves don't need to sleep. Instead, they meditate


+2 investigation (int) deeply, remaining semiconscious, for 4 hours a day. (The
wisdOm
Common word for such meditation is 'trance.') While
+3 medicine (Wis) meditating, you can dream after a fashion; such dreams are
12 * +2 Nature (int)
actually mental exercises that have become re exive through
years of practice. After resting in this way, you gain the
same bene t that a human does from 8 hours of sleep.
+3 Perception (Wis)
+1 * -1 Performance (cha)
Darkvision. Accustomed to twilit forests and the night sky,
you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were
-1 Persuasion (cha) bright light, and in darkness as if it were dim light. You
charisma
can't discern color in darkness, only shades of gray.
+4 religion (int)
9 * 0 sleight of hand (dex)
Mask of the Wild. See the Players Handbook for details.

0 stealth (dex) Channel Divinity: Turn Undead. As an action, you present


your holy symbol and speak a prayer censuring the undead.
-1 +1 survival (Wis) Each undead that can see or hear you within 30 feet of you
must make a Wisdom saving throw. If the creature fails its
saving throw, it is turned for 1 minute or until it takes
skills attacks & spEllcasting any damage. A turned creature must spend its turns trying
to move as far 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 reactions. For its action, it can use only the
13 Passive Wisdom (PercePtioN)
cP Dash action or try to escape from an effect that prevents
it from moving. If there's nowhere to move, the creature
can use the Dodge action.

Languages.Dwarvish, Elvish, Abyssal, Infernal, sP Wrath of the Storm. See the Players Handbook for details.
Celestial, Common, Primordial
Channel Divinity: Destructive Wrath. See the Players
Weapon.Simple, Martial, Longsword, Shortsword, Handbook for details.
Shortbow, Longbow eP

Armor. Light, Medium, Shields, Heavy


Tools. Herbalism kit, Dulcimer, Dragonchess set, gP
Land, Brewerss supplies
PP

OthEr prOficiEnciEs & languagEs EquipmEnt fEaturEs & traits

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
1225 6'11" 215 lbs.
AGE HEIGHT WEIGHT
Irminsul
character name EYES SKIN HAIR

Name

symbol

character appearance allies & organizations

additional features & traits

character backstory treasure

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 11 +3
Spellcasting spell save dc spell attack
spellcasting ability bonus
class

0 cantrips 3 6
Thaumaturgy
Fire Bolt
Light

Spell
Level
slots total slots expended

1 4 7
epar
False Life spell name
ed
pr

Cure Wounds
Bless
4
spells known

2 2

Calm Emotions
Enhance Ability
Prayer of Healing 5

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

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