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Dwarf Cleric 1 Character Name Actions

“By Moradin’s hammer, be Attack. You can make one of the


Medium humanoid (hill dwarf), Life
made whole!” following attacks:
domain, lawful good
Although you started out as • Warhammer. Melee Weapon Attack:
an artisan, you heard the Armor Class 18 (chain mail, shield) +4 to hit, reach 5 ft., one target.
voice of the dwarven deities Hit: 1d8 + 2 bludgeoning damage
Hit Points 11 (Hit Dice 1d8)
in the stones you carved and • Handaxe. Melee or Ranged Weapon
Speed 25 ft.
metal you shaped. Your acts of artistry Attack: +4 to hit, reach 5 ft. or range
became acts of reverence, causing you 20/60 ft., one target.
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2) Hit: 1d6 + 2 slashing damage
your people. You joined the clergy, and
your pure dwarven desires allowed you to INT WIS CHA Preserve Life. Cleric Channel
connect to the divine. 10 (+0) 16 (+3) 12 (+1) Divinity feature

Background (Guild Jeweler) Proficiencies (+2 proficiency bonus) Turn Undead. Cleric Channel
Armor all armor, shields Divinity feature
Before you became devoted to the
dwarven deities, you were a journeyman Saving Throws Wis +5, Cha +3; Options
jeweler and gem cutter. Even outside your advantage on saves against
home, you are recognized by your badge Spellcasting. You are a spellcaster
being poisoned
and skill. You have the aid of a loose (cleric feature) who uses Wisdom as
Skills Insight +5, Medicine +5,
coalition of guilds, and one day you shall your spellcasting ability (spell save DC
Persuasion +3, Religion +2
become a master your own right. Seeking 13; +5 to hit with spell attacks). You
Tools brewer’s supplies,
such mastery is an act of worship to you. have the following spells prepared:
jeweler’s tools
Guild Member. Fellow guild members
can provide you with necessities, and
Weapons battleaxe, simple Cantrips (at will): sacred flame, spare
the guild can use its political power to weapons, warhammer the dying, thaumaturgy
aid you. In some areas, a guildhall offers Damage Resistances poison 1st Level (2 slots): bless*, cure
a place to meet other members of your Senses darkvision 60 ft., passive wounds*, detect evil and good, detect
profession and those who aid the guild. (Perception) 13 poison and disease, guiding bolt,
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant healing word
to the guild. If you miss payments, you * domain spell (Life Domain)
must make up back dues to remain in the
guild’s good graces. You prepare the list of cleric spells that
Faction. You are a member of the Cleric Features
are available for you to cast, choosing
Lords’ Alliance, a loose coalition of Life Domain. The Life domain focuses from the cleric spell list. When you do so,
established political powers concerned on the vibrant positive energy—one of choose up to four cleric spells. The spells
with mutual security and prosperity. the fundamental forces of the universe— must be of a level for which you have
Personality Trait. A perfectionist, you that sustains all life. You gain a number spell slots.
demand a lot from yourself and expect of domain spells, which are always You can change your list of prepared
the most from others. considered to be prepared, as a result of spells when you finish a long rest. When
Ideal. It is the duty of civilized people to this domain. In addition, you have access you prepare new spells, you must pray
strengthen the bonds of community and to the following features: for 1 minute per spell level for each spell
the security of civilization. Disciple of Life. When you cast a on your list.
Bond. You aim to prove you are the spell of 1st level or higher to restore hit Spellcasting Ability. Wisdom is your
greatest artisan of them all. points to a creature, the creature regains spellcasting ability for your cleric
Flaw. You are greedy. So you can’t part additional hit points equal to 2 + the spells, since your magic draws upon
with money easily, and you haggle to get spell’s level. your devotion to the dwarven deities,
the best possible deal. especially Moradin. You use your
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to Wisdom whenever a spell refers to your
Dwarf Features shape that essence to your will. spellcasting ability.
Darkvision. You can see in dim light Cantrips. You know three cantrips, Ritual Casting. You can cast a cleric
within 60 feet of you as if it were bright which you can cast at will. spell as a ritual if that spell has the ritual
light, and in darkness as if it were dim Preparing and Casting Spells. To cast tag and you have the spell prepared.
light. You can’t discern color in darkness, one of your cleric spells, you must expend Spellcasting Focus. You can use a holy
only shades of gray. a slot of the spell’s level or higher. You symbol as a spellcasting focus for your
Stonecunning. You have a +4 bonus on regain all expended spell slots when you cleric spells.
Intelligence (History) checks related to finish a long rest.
the origin of stonework.
Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, chain mail, holy symbol, common
clothing with cleric vestments, handaxe
(2), healer’s kit, jeweler’s tools, mess
kit, pouch, rations (10 days), shield (with
holy symbol emblazoned), tinderbox,
warhammer, waterskin, money (3 gp)

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