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Blood Cleric Soldier

CLASS & LEVEL BACKGROUND PLAYER NAME


DHURLEN RAAKHELM
Hill Dwarf Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

+2 17
ARMOR
+1 25 feet
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum


+2 Strength
DEXTERITY
+1 Dexterity
Dwarven Toughness: Your hit point maximum
+1 +2 Constitution increases by 1 every time you gain a level.
+1 Intelligence
CURRENT HIT POINTS IDEALS

13 +5 Wisdom
+3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS
+2
BONDS

+1 Acrobatics (Dex) Total SUCCESSES


14 +3 Animal Handling (Wis) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+4 Athletics (Str)

+1 +1 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+1 History (Int) Deity: ERYTHNUL
Morning Star +4 1d8+2 Blud Divine Domain / Blood Domain:
12 +5 Insight (Wis) 1st Sleep, Ray of Sickness
+1 Intimidation (Cha) Handaxes +4 1d6+2 Slashing 3rd
5th
Ray of Enfeeblement, Crown of Madness
Haste, Slow
WISDOM +1 Investigation (Int) 7th Blight, Stoneskin
9th Dominate Person, Hold Monster
+5
+3 +1
Medicine (Wis)
Nature (Int) Cantrips: Light, Sacred Flame, Spare the Dying
Turn Undead: As an action, you present your holy
Symbol and speak a prayer censuring the Undead.
Each Undead that can see or hear you within 30 feet
16 +3 Perception (Wis) Spellcasting: WIS of you must make a Wisdom saving throw. If the
+1 Performance (Cha) Spell DC: 8+5= 13 creature fails its saving throw, it is turned for 1 minute
Spell Attack= +5 or until it takes any damage. A turned creature must
CHARISMA
+1 Persuasion (Cha) spend its turns trying to move as far away from you as
+1 Religion (Int) Bloodletting Focus: From 1st level, your divine it can, and it can’t willingly move to a space within 30
+1 +1 Sleight of Hand (Dex)
magics draw the blood from inflicted wounds,
worsening the agony of your nearby foes. When you
feet of you. It also can’t take reactions. For its action, it
can use only the Dash action or try to escape from an
+1 Stealth (Dex)
use a spell of 1st level or higher to inflict damage to
any creatures that have blood, those creatures suffer
effect that prevents it from moving. If there’s nowhere
to move, the creature can use the Dodge action.
12 +3 Survival (Wis) additional necrotic damage equal to 2 + the spell’s Channel Divinity: Blood Puppet
level. As an action, you target a Large or smaller creature
SKILLS ATTACKS & SPELLCASTING that has blood within 60 feet of you. That creature
must succeed on a Constitution saving throw against
your spell save DC or immediately move up to half of
13 PASSIVE WISDOM (PERCEPTION) Morning Star, 2 Handaxes, their movement in any direction of your choice and
CP
Shield, Chain Shirt, Crowbar, make a single weapon attack against a creature of your
Holy Symbol, Backpack, 10 choice within range. Dead or unconscious creatures
Proficiencies: All Armor, Shields, Simple automatically fail their saving throw. At 8th level, you
SP Days Rations, Hammer, 10 can target a Huge or smaller creature.
Weapons, Martial Weapons. Pitons, 10 Torches, Tinderbox, Stonecunning: Whenever you make an Intelligence
Playing Cards, Mason’s Tools, Vehicles (History) check related to the origin of stonework, you
Waterskin, 50 Feet Hempen
(land) EP
are considered proficient in the History skill and add
Rope, Mason’s Tools, Playing double your proficiency bonus to the check, instead of
Languages: Common, Dwarvish GP
Cards, Common Clothes, your normal proficiency bonus.
Rank Insignia (Sergeant) Darkvision: You see in dim light within a 60-foot
radius of you as if it were bright light, and in darkness
PP in that radius as if it were dim light. You can’t discern
color in darkness, only shades of grey.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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