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Cleric lvl 2 Pirate

CLASS & LEVEL BACKGROUND PLAYER NAME

Human Variant Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +1 30
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

1+15 PERSONALITY TRAITS

Hit Point Maximum 17


Strength
DEXTERITY
Dexterity

+1 Constitution
CURRENT HIT POINTS IDEALS
Intelligence
13 ● +5
Wisdom
● +3
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 2
Acrobatics (Dex) Total SUCCESSES
1+13
Animal Handling (Wis) d8+2 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)

+0 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) Feature: Bad Reputation; No matter where you go,
people are afraid of you due to your reputation. When
11 ●
+5
Insight (Wis) you are in a civilized settlement, you can get away
with minor criminal offenses, such as refusing to pay
Intimidation (Cha) for food at a tavern or breaking down doors at a local
shop, since most people will not report your activity to
WISDOM Investigation (Int)
the authorities.

+5
Medicine (Wis)
+3 Nature (Int)
Feat: Healer

Life Domain:
16

+5
Perception (Wis) Disciple of Life: Whenever you use a spell of 1st level
or higher to restore hit points to a creature, the
Performance (Cha) creature regains additional hit points equal to 2 + the
CHARISMA

+3
Persuasion (Cha) spell's level.

Religion (Int) Goddess


+1 Sleight of Hand (Dex)
Lliira (Leer-ah) aka 'Our Lady of Joy" - Goddess of
Joy
Symbol: Triangle of three 6 pointed stars.
Stealth (Dex)
13
Survival (Wis) Channel Divinity: 1/short rest

SKILLS ATTACKS & SPELLCASTING Turn Undead; 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 any damage. A turned
15 PASSIVE WISDOM (PERCEPTION)
Chain Mail, Shield, creature must spend its turns trying to move as far
CP away from you as it can, and it can't willingly move to
Mace, Spear, Priest's a space within 30 feet of you. lt also can't take
reactions. For its action, it can use only the Dash
SP Pack, holy symbol, action or try to escape from an effect that prevents it
Common, Celestial Navigator's Tools, from moving. If there's nowhere to move, the creature
can use the Dodge action.
EP
Traverler's Clothes,
Armour: Light, Medium, Heavy, lucky charm, pouch,
Preserve Life; As an action, you present your holy
symbol and evoke healing energy that can restore a
Shields GP
number of hit points equal to five times your cleric
level. Choose any creatures within 30 feet of you, and
divide those hit points among them. This feature can
restore a creature to no more than half of its hit point
Weapons: Simple PP maximum. You can't use this feature on an undead or
Silk Rope: 50 ft a construct.

Tools: Navigator's Tools, Water Holy Water Flask: 3


Vehicles Healer's Kit Uses: 10
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

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 6

Spare the Dying


Light
Sacred Flame

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

● Bless (D)

● Cure Wounds (D)


4
● Ceremony (R)
SPELLS KNOWN

● Detect Magic (R)

● Detect Poison & Disease (R)

● Guiding Bolt

● Healing Word (BA)

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

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