Morgana Jenkins, Cleric 1 (Tempest) +2 Charisma, +1 two other ability score of your choice Medium humanoid (half-elf), chaotic good Size: Medium Speed: 30ft ARMOR CLASS 15 HIT POINTS 8 REMAINING Darkvision 60ft Fey Ancestry: advantage on saving throws against being charmed, magic cannot put you to sleep STR DEX CON INT WIS CHA Skill Versatility: gain proficiency in two skill of your choice ABILITY SCORES 14 (+2) 15 (+2) 10 (+0) 8 (-1) 16 (+3) 12 (+1) Languages: Common, Elvish, one additional language
Feature: Criminal Contact SKILLS You have a reliable and trustworthy contact who acts as your liaison to a network of other ACROBATICS +2 INSIGHT +5 PERFORMANCE +1 criminals Criminal Specialty: Blackmailer ANIMAL HANDLING +3 INTIMIDATION +1 PERSUASION +3 Skills: Deception, Stealth ARCANA -1 INVESTIGATION -1 RELIGION -1 Tools: One type of gaming set, thieves' tools Languages: none ATHLETICS +2 MEDICINE +5 SLEIGHT OF HAND +2 DECEPTION +3 NATURE -1 STEALTH +4 CLASS: Cleric HISTORY -1 PERCEPTION +5 SURVIVAL +3 Armor: All armor, shields Weapons: Simple and martial weapons RESISTANCES Tools: none SENSES passive Perception 15, Darkvision 60ft Saves: Wisdom, Charisma Common, Elvish, Goblin Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion LANGUAGES Spellcasting Spell slots: finishing a long rest restores any expended spell slots. ACTIONS ATTACKS 1 INITIATIVE +2 SPEED 30 ft Cast a cleric spell as a ritual if that spell has the ritual tag and the spell is prepared Spellcasting focus: holy symbol Black hat's Rapier Divine Domain (Tempest) Martial Melee: +5 to hit, range -. Hit: 1d8+3 piercing Bonus Proficiency: martial weapons and heavy armor Properties: proficient, finesse Divine Domain Feature (Wrath of the Storm) Light crossbow When a creature within 5ft that you can see hits you with an attack, you can use your reaction to cause it to make a Dexterity saving throw and it takes 2d8 lightning or thunder damage Simple Ranged: +4 to hit, range 80/320. Hit: 1d8+2 piercing (your choice) on a fail, and half as much on a success. This can be used 3 times. Properties: proficient, ammunition, loading, two-handed, underwater Expended uses are regained after a long rest Domain Spells 1st (fog cloud, thunderwave)
SPELLCASTING SPELL SLOTS 1 2 2
- 3 - 4 - 5 - 6 - 7 - 8 - 9 - DC 13 SLOTS USED SPELLS PREPARED/KNOWN 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 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 Sacred Flame , Time: 1 act, Range: 60 ft, Duration: instant, Components: VS, School: evoc Desc: 1 creature, 1d8 radiant, dex save (target gains no benefit from cover) 1st Thunderwave , Time: 1 act, Range: self, Duration: instant, Components: VS, School: evoc Desc: 15ft cube, 2d8 thunder, con save , on fail pushed 10ft; audible 300ft +1d8 1st Fog Cloud , Time: 1 act, Range: 120 ft, Duration: 1 hr , Components: VS, School: conjur Desc: 20ft rad sphere of fog, heavily obscured, 10 mph wind disperses it +20ft rad