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Cleric Lvl 3 Inheritor River

class & Level Background Player Name


Elyon Awyin
Wood Elf Chaotic Neutral
character name race Alignment Experience Points

Inspiration
Strength When I set my mind to something,
14 3 35 I follow through no matter what
-1 Armor
Class
gets in my way.
+2 Proficiency bonus Initiative Speed

8 Personality Traits

Hit Point Maximum 21


-1 Strength
Destiny. Nothing and no one can
dexterity +3 Dexterity
10
steer me away from my higher
+3 +2 Constitution calling
+1 Current hit points Ideals
Intelligence

17 ■ +4 Wisdom
I wish my childhood sweetheart had
■ -1 Charisma
come with me to pursue my destiny.
constitution saving throws
Temporary hit points Bonds
+2
+3 Acrobatics (Dex) Total3 Successes I'm convinced of the significance of
14 +4 Animal Handling (Wis) 1d8 Failures
my destiny, and blind to my
+1 shortcomings and the risk of failure.
■ Arcana (Int) Hit Dice Death saves Flaws
intelligence -1 Athletics (Str)
-1
+1 Deception (Cha)
Name Atk Bonus Damage/type
+1 History (Int) Darkvision
13 +4 Insight (Wis) Fey Ancestry
-1 Intimidation (Cha) You have advantage on saving
wisdom +1 Investigation (Int) throws against being charmed,
■ +4 Medicine (Wis) and magic can't put you to
+4 +1 Nature (Int) sleep.
■ +4 Perception (Wis) Trance
18
-1 Performance (Cha) Mask of the Wild
charisma
-1 Persuasion (Cha) You can attempt to hide even
■ +1 Religion (Int) when you are only lightly
-1 +3 Sleight of Hand (Dex) obscured by foliage, heavy
+3 Stealth (Dex) rain, falling snow, mist, and
9 ■ +4 Survival (Wis) other natural phenomena.
SKILLS Attacks & Spellcasting

armOr SHIELD: AC
14 Passive wisdom (Perception)
CP Leather Armor 14
Your inheritance, a set of
Armor: Light Armor, Medium Armor, sP traveler's clothes, flute
Shields Mace 1d6 Bludgeoning
Weapons: Simple Weapons eP Light Crossbow Range
Tools: Flute +Dex Two-Handed 1d8 20
Common, Elvish, Sylvan bolts
You have proficiency with the gP 15 shield +2AC
longsword, shortsword, shortbow, holy symbol
and longbow pP
proficiency with martial weapons

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

Reaper
At 1st level, you learn one
necromancy cantrip of your choice
from any spell list. When you cast a
necromancy cantrip that normally
targets only one creature, the spell
can instead target two creatures within
range and within 5 feet of each other.

Channel Divinity: Touch of Death


Starting at 2nd level, you can use
Channel Divinity to destroy another
creature's life force by touch. When
you hit a creature with a melee attack,
you can use Channel Divinity to deal
extra necrotic damage to the target.
The damage equals 5 + twice your
cleric level.
ADDITIONAL FEATURES & TRAITS

- a Backpack
- a Blanket
- 10 Candles
- a Tinderbox
- an alms box
- 2 blocks of incense
- a censer
- vestments
- 2 days of Rations
- a Waterskin.

CHARACTER BACKSTORY TREASURE

TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
ADDITIONAL FEATURES & TRAITS

Telekinetic

You learn to move things with your mind, granting you the following benefits.
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand
invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by
this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target
must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be
moved 5 feet toward you or away from you. A creature can willingly fail this save.

ADDITIONAL FEATURES & TRAITS


WIS
Cleric
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Spare the Dying
Hand of Radiance (UA)
Guidance
Toll the Dead
Mage Hand

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

False Life
Ray of Sickness
4
SPELLS KNOWN

2 2
Blindness/Deafness
Ray of Enfeeblement

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Spell Descriptions
-Spare the Dying -Mage Hand -Blindness/Deafness
Casting Time: 1 action Cantrip Conjuration
Range: Touch Casting Time: 1 action 2nd-level necromancy
Range: 30 feet
Components: V, S
Components: V S
Duration: Instantaneous Duration: 1 minute Casting Time: 1 action
A spectral, floating hand appears at a point you Range: 30 feet
You touch a living creature that has 0 hit choose within range. The hand lasts for the duration
points. The creature becomes stable. This or until you dismiss it as an action. The hand vanishes Components: V
spell has no effect on undead or constructs. if it is ever more than 30 feet away from you or if you Duration: 1 minute
cast this spell again.
-Hand Of Radiance (UA) You can use your action to control the hand. You
can use the hand to manipulate an object, open an You can blind or deafen a foe.
Evocation cantrip
unlocked door or container, stow or retrieve an item
from an open container, or pour the contents out of a Choose one creature that you can
Casting Time: 1 action vial. You can move the hand up to 30 feet each time
Range: 5 feet you use it.
see within range to make a
Components: V, S The hand can’t attack, activate magic items, or Constitution saving throw. If it fails,
Duration: Instantaneous carry more than 10 pounds. the target is either blinded or
You raise your hand, and burning radiance -False Life deafened (your choice) for the
erupts from it. Each creature of your choice 1st-level necromancy duration. At the end of each of its
that you can see within 5 feet of you must turns, the target can make a
Casting Time: 1 action
succeed on a Constitution saving throw or
take 1d6 radiant damage.
Range: Self Constitution saving throw. On a
Components: V, S, M (a small amount of alcohol or
distilled spirits) success, the spell ends.
At Higher Levels: The spell's damage Duration: 1 hour
increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d8). Bolstering yourself with a necromantic facsimile of life,
you gain 1d4 + 4 temporary hit points for the duration. -Ray of Enfeeblement
-Guidance 2nd-level necromancy
At Higher Levels. When you cast this spell using a
Divination cantrip spell slot of 2nd level or higher, you gain 5 additional
temporary hit points for each slot level above 1st.
Casting Time: 1 action Casting Time: 1 action
Range: Touch -Ray of Sickness Range: 60 feet
Components: V, S 1st-level necromancy
Duration: Concentration, up to 1 minute Components: V, S
You touch one willing creature. Once before Casting Time: 1 action Duration: Concentration, up to 1
the spell ends, the target can roll a d4 and Range: 60 feet
Components: V, S minute
add the number rolled to one ability check Duration: Instantaneous
of its choice. It can roll the die before or
after making the ability check. The spell A ray of sickening greenish energy lashes out toward A black beam of enervating energy
then ends. a creature within range. Make a ranged spell attack springs from your finger toward a
against the target. On a hit, the target takes 2d8
-Toll the dead poison damage and must make a Constitution saving creature within range.
Necromancy cantrip throw. On a failed save, it is also poisoned until the Make a ranged spell attack against
end of your next turn.
At Higher Levels. When you cast this spell using a the target. On a hit, the target deals
Casting Time: 1 action
Range: 60 feet
spell slot of 2nd level or higher, the damage increases only half damage with weapon
by 1d8 for each slot level above 1st.
Components: V, S attacks that use Strength until the
Duration: Instantaneous spell ends.
You point at one creature you can see At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
within range, and the sound of a dolorous
additional creature for each slot level above 2nd.
At the end of each of the target’s
bell fills the air around it for a moment. The
target must succeed on a Wisdom saving
turns, it can make a Constitution
throw or take 1d8 necrotic damage. If the saving throw against the spell. On a
target is missing any of its hit points, it success, the spell ends.
instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage


increases by one die when you reach 5th
level (2d8 or 2d12), 11th level (3d8 or
3d12), and 17th level (4d8 or 4d12).
Spell Descriptions
Spell Descriptions
Backstory

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