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Cleric 1 (Life) Acolyte

Marelle Usine'e CLASS & LEVEL BACKGROUND PLAYER NAME

Elf (Wood) Lawful good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION

16 +0
Charismatic, amusing, controlled—I'm going to
35 ft
STRENGTH

13
enjoy whichever situation I'm in, and as long as
ARMOR we're on the same side, you probably will too. I
+2 PROFICIENCY BONUS CLASS INITIATIVE SPEED take my work seriously and thrive on challenges.
+1 PERSONALITY TRAITS

Hit Point Maximum 10


+1 Strength
DEXTERITY Beauty. There is so much people miss in the everyday,
+0 Dexterity consumed by things that don't matter. With open eyes,

10 +2
+0
Constitution
Intelligence
CURRENT HIT POINTS
one cannot help but see the sacred and the profound.
IDEALS

+0 ● +5 Wisdom
My aunt was expelled for speaking truth to and about
● +3 Charisma
those in positions of power. It is my duty to carry on
CONSTITUTION SAVING THROWS her legacy in whatever way I can.

14
TEMPORARY HIT POINTS BONDS

+0 Acrobatics (Dex) Total SUCCESSES Impatience—I grow quickly tired of those who aren't willing
+2
1d8
to look at the world and its people in an enlightened way. I
+3 Animal Handling (Wis) FAILURES
don't argue, but I make sure they discern their error.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

10 +1
+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Mace +3 1d6 + 1 bludg Disciple of Life: Your healing spells


+0 ● +5 Insight (Wis)
+1 Intimidation (Cha) Light Crossbow +2 1d8 pierc (80/320)
are more effective. Whenever you
WISDOM +0 Investigation (Int) use a spell of 1st level of higher to
Inflict Wounds (melee) +5 3d10 necrotic restore hit points to a creature, the
16
● +5 Medicine (Wis)
+0 Nature (Int)
Guiding Bolt: 1 action, range 120 ft., 1 creature regains additional hit
+3
● +5 Perception (Wis)
round points equal to 2 + the spell's level
+1 Performance (Cha)
Ranged attack, +5 to hit, 4d6 radiant
+3 Persuasion (Cha)
damage, next attack roll made against Darkvision: You can see in dim light

CHARISMA
+2 Religion (Int)
target has advantage
12 within 60 feet of you as if it were

+0 Sleight of Hand (Dex)


+0
bright light, and in darkness as if it
Stealth (Dex)
Shield of Faith: bonus action, 60 ft.,
+1 +3 were dim light. You can't discern
Survival (Wis)
conc. 1 min., +2 bonus to AC for duration
color in darkness, only shades of
SKILLS ATTACKS & SPELLCASTING
gray.
15 PASSIVE WISDOM (PERCEPTION)
holy symbol (hand-locket of
CP
Fey Ancestry: You have advantage
Sune)
on saving throws against being
SP shield +2 AC
Languages: Common, Elvish, charmed, and magic can't put you to
scale mail (disadv. stealth)
Celestial, Dwarvish sleep.
EP
20 crossbow bolts
priest's pack
Armor: light, medium, heavy, shields GP 15 prayer book Domain Spells: Once you gain a
hanging mirror and domain spell, you always have it
Weapons: simple, longsword,
PP
assorted perfumes, for prepared, and it doesn't count
shortsword, shortbow, and longbow areas without easy access against the number of spells you
to these luxuries can prepare each day.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
337 5'8" 135
Marelle Usine'e
AGE HEIGHT WEIGHT

Emerald green w/bronze halo Copper Thick, dark brown, braided


CHARACTER NAME EYES SKIN HAIR

Master Elias—beloved tutor and NAME

adviser Sune, goddess of love and beauty

Remmy Sullivan—close friend

Stormguard Bharmyr—martial trainer


and trusted ally

Sahrin Usine's—aunt and mentor, last


known to be traveling the wilds of
Es'tra Duhn and beyond in service to SYMBOL
Sune, but many months have passed
since Marelle has heard from her

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious,
Marelle has few memories of her early life and
for 4 hours a day. While meditating, you can dream after a fashion; such dreams are
suspects that the ones she does have were inspired
by her aunt's stories rather than genuine memories. actually mental exercises that have become reflexive through years of practice. After
Her mother, the first family member to become a resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
high priestess, died a few years after her daughter's
birth. She had been ill for some time, and no spell or
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and
potion was able to give her any lasting relief. The
young girl was raised by Sahrin, her aunt, instead, longbow.
an enthusiastic though unconventional devotee of
Sune. She taught her niece to questions the Mask of the Wild: You can attempt to hide even when you are only lightly obscured by
teachings of other clerics and priestesses, foliage, heavy rain, falling snow, mist, and other natural phenomena.
especially those that seemed out of line with
Marelle's own worship and understanding of the
goddess. Sahrin did not join the others in the Shelter of the Faithful: You command the respect of those who share your faith, and you
"sacred" Sunite rites, believing them to be more can perform the religious ceremonies of your deity. You and your adventuring companions
focused on the pleasure and edification of those can expect to receive free healing and care at an established presence of your faith, though
partaking instead of furthering Sune's message of
love and beauty regardless of rank or appearance.
you must provide any material components needed for spells.
Marelle listened to her aunt's advice, seeking ADDITIONAL FEATURES & TRAITS
inspiration from unlikely and unconventional
sources. When Sahrin began speaking openly
against the communal practices that had resulted The Sign of Respite Amulet: Children born from the sacred Sunite ceremonies are matched with
in her niece's birth among many others, she was tokens of blessing at their birth, dedicating them to the religious service for which they were
expelled from the Temple District and sent to the conceived. For the first time in living memory, the ancient amulet chose a bearer, Marelle. Each
provinces to provide healing and care "where she night before she fell asleep, Sahrin wove enchanting tales for her of the amulet's special
was most needed." She passed the locket that significance, one that foretold of a destiny beyond its bearer's imagination. Previous wearers, she
served as her spellcasting focus to her niece as she
explained, were said to have accomplished great and noble things.
prepared to leave. "We will meet again, my darling,"
she said, embracing Marelle before beginning her
dangerous journey in the world beyond the city. The Hand-Locket of Sune: Carefully designed by Sahrin, the locket fits inside the palm to be gripped
Shortly thereafter, Duhn's Citadel requested the comfortably and easily while casting spells. Inside it, on the left, she embedded the family's most
services of a healer. Fearing that the niece would treasured heirloom, an ancient likeness of Sune, said to be painted by her first priestesses at the
follow in the condemned footsteps of her aunt, the beginning of the age. On the other, a perfectly clear, unblemished mirror reflects truth back to those
clerics eagerly nominated Marelle for the position. looking in, reminding them of their nearness to the goddess and of their own inherent beauty.
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light
Spare the Dying
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Bless (domain)
Cure Wounds (domain)
4
Detect Magic
Guiding Bolt
Inflict Wounds
SPELLS KNOWN

Shield of Faith

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

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