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Laura

Female Mountain Dwarf Cleric 7 - CR 4


Lawful Neutral Humanoid; Deity: Tempus; Background:
Outlander; Age: 210; Height: 4'; Weight: 122lb.; Eyes:
Black; Hair: Black; Skin: Blue-Black
Ability Score Modifier Saving Throw

STR 18 +4 +4
STRENGTH

DEX 12 +1 +1
DEXTERITY

CON 18/20 +4/+5 +5


CONSTITUTION

INT 14 +2 +2
INTELLIGENCE

WIS 16 +3 +6
WISDOM

CHA 8 -1 +2
CHARISMA

AC 20 Initiative +1 Speed 25 / 30
Proficiency +3 Inspiration ft

HP 91 HD 7d8 Death Saves


Damage / Current HP HD Used Success/Fail

Skill Name Total Ability Prof Temp


Acrobatics +1 DEX (1) -
Animal Handling +3 WIS (3) -
Number of Attacks 1
Arcana +2 INT (2) -
Flensing Claws (Flensing Claws) Athletics +7 STR (4) +3
Main hand: +8, 1d10+5 slashing Deception -1 CHA (-1) -
History +2 INT (2) -
Unarmed strike Insight +6 WIS (3) +3
Main hand: +8, 6 bludgeoning Intimidation -1 CHA (-1) -
Vicious Maul Investigation +2 INT (2) -
Medicine +3 WIS (3) -
Both hands: +7, 2d6+4 Heavy, Two-
Handed Nature +2 INT (2) -
bludgeoning Perception +3 WIS (3) -
Performance -1 CHA (-1) -
Dwarven Plate
Persuasion -1 CHA (-1) -
Stealth Disadvantage
+10 Belt of Dwarvenkind : Advantage on checks made to interact with
Dwarves
Religion +5 INT (2) +3
Sleight of Hand +1 DEX (1) -
Stealth +1 DEX (1) -
Dwarven Plate : Disadvantage from armor worn
Survival +6 WIS (3) +3
Passive Perception: 13
Feats
Dwarven Fortitude
- Increase your Constitution score by 1, to a maximum of 20.
- Whenever you take the Dodge action in combat, you can spend one Hit Die
to heal yourself. Roll the die, add your Constitution modifier, and regain a
number of hit points equal to the total (minimum of 1).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
Feats Experience & Wealth
War Caster Experience Points: 6/7
You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.
Current Cash: You have no money!
• You can perform the somatic components of spells even when you have
weapons or a shield in one or both hands. Role Playing
• When a hostile creature’s movement provokes an opportunity attack from you,
Gear
you can use your reaction to cast a spell at the creature, rather than making an Personality Trait: No stock - I don't trust nor have time
opportunity attack. The spell must have a casting time of 1 action and must target
Total Weight for the wealthy or well-mannered folk. If you come
only that creature. Carried: 191 lbs,
across a hungry owl-bear, money and manners won't
(Maximum: 270 lbs)
Prerequisite: The ability to cast at least one spell save you.
2 blocks of incense -
Alms box - Personality Trait: Observing - I'm always observing
Backpack (empty) 5 lbs nature and can associate my observations with a lesson
Backpack (empty) 5 lbs for every situation.
Backpack (empty) 5 lbs
Bag of Holding (empty) 15 lbs Ideal: Glory - For myself and my clan I must earn glory
Bedroll 7 lbs in battle.
Belt of Dwarvenkind - Bond: 9 - Revenge on the Cult - You and your family
Blanket 3 lbs have been members of the Cult of the Dragon for many
Boots of Striding and Springing - years. You don't understand why but the cult recently
Candle x10 - arranged to wipe you and your family out. They were
Censer - successful in wiping out everyone but yoursel
Clothes, common 3 lbs Flaw: Thrive - I believe nature has a way of wiping out
Crowbar 5 lbs the weak. Don't count on me saving those that can't
Dragonchess Set (+0) 0.5 lbs save themselves.
Dwarven Plate 65 lbs : Exile or outcast - Exile or outcast
Figurine of Wondrous Power, Silver Raven (1 charges) -
Grappling hook 4 lbs
Hammer 3 lbs Special Abilities
Handy Haversack (empty) 5 lbs Darkvision (60 feet)
Insignia of Claws - Many creatures in fantasy gaming worlds, especially those that dwell
underground, have darkvision. Within a specified range, a creature with
Piton x10 2.5 lbs (10 @0.25 lb darkvision can see in darkness as if the darkness were dim light, so areas of
Potion of healing x4 2 lbs (4 @0.5 lbs) darkness are only lightly obscured as far as that creature is concerned.
Destroy
However, Undead
the creature(CR 0.5) color in darkness, only shades of gray.
can't discern
Rations x2 4 lbs (2 @2 lbs) Starting at 5th level, when an undead fails its saving throw against your Turn
Rations x10 20 lbs (10 @2 lbs) Undead feature, the creature is instantly destroyed if its challenge rating is at
or below a certain threshold, as shown in the Destroy Undead table.
Ring of Free Action -
Rope, hempen (50 feet) 10 lbs Dwarven Resilience
Destroy Undead
You have
Cleric advantage
Level DestroysonUndead
saving throws
of CR against poison, and you have
Soap - resistance against1/2
poison damage.
5th or lower
Songhorn (+3) - 8th
Stonecunning 1 or lower
Tankard 1 lb 11th
Whenever 2 oran
you make lower
Intelligence (History) check related to the origin of
14th 3 or lower
Tinderbox 1 lb stonework, you are considered
17th proficiency bonus
4 or lower
proficient in the History skill and add double
your to the check, instead of your normal proficiency bonus.
Torch x10 10 lbs (10 @1 lb)
Vestments - Wanderer
You have a head for and memory for maps and geography, you can easily
Vicious Maul 10 lbs recall any terrain, settlement, mountain range, with great accuracy. You also
Waterskin 5 lbs have the ability to easily find food and fresh water for you and up to five other
people each day, granted if there are berries, small game, water, etc. in the
War
area.
Special Abilities War can make heroes of simple farmers. It can be distressing and awful, with
deeds of debased cruelty and cowardice overshadowing moments of arête and
Bonus Proficiency bravery. The gods of war gaze over combatants and reward them for their
You gain proficiency with martial weapons and heavy armor at 1st level.
mighty acts. The clerics of such gods are experts in combat, encouraging
Channel Divinity War Priest
others to fight(3/day)
fiercely or offering acts of bloody violence as prayers. Gods of
Beginning
war includeatchampions
1st level, your deity provides
of chivalry bolts ofcombat
and honorable genius as
to you
wellwhile youofare
as gods
At 2nd level, you gain the ability to channel divine energy directly from your deity,
participating in combat.
devastation, reaving, When you
conquest anduse the AttackOther
domination. action,
waryou can make
deities one
assume a
using that energy to fuel magical effects. You start with two such effects: Turn
weapon attack as
more tempered a bonus
position, action. war in all its aspects and supporting
promoting
Undead and an effect determined by your domain. Some domains grant you
additional effects as you advance in levels, as noted in the domain description. warriors in any situation.
Channel Divinity: Guided Strike You can use this feature a number of times equal to your Wisdom modifier (a
Tracked Resources
Beginning minimum of once). You regain all expended uses when you finish a long rest.
When you at use 2nd level,
your you can
Channel use Channel
Divinity, Divinity
you choose to strike
which effectwith divinely
to create. You
inspired
must then accuracy. Whenoryou
finish a short make
long rest an attack
to use roll,
your you canDivinity
Channel use your Channel
again. Candle
Divinity to gain a +10 bonus to the roll. You make this choice after you see the
roll, butChannel
before the DM says whether
requirethe attack hits orWhen
misses.
Some
Channel Divinity
Divinity: effects
Turn Undead saving
(DCthrows.
14 Wis)you use such an Channel Divinity (2/short rest)
effect
As an from thisyou
action, class, the DC
present yourequals your cleric
holy symbol and spell
speaksave DC. censuring the
a prayer
undead. Each undead that can see or hear you within 30 feet of you must make a Figurine of Wondrous Power, Silver Raven (1 charges)
Beginning
Wisdom savingat 6ththrow.
level, Ifyou
thecan use your
creature failsChannel Divinity
its saving throw,twice between
it is turned for rests,
1
and
minutebeginning
or until itattakes
18th level, you can use it three times between rests. When you
any damage. Potion of healing
Channel Divinity:
finish a short or long rest, War youGod's
regain your Blessing
expended uses.
At 6th level,
A turned when must
creature a creature
spendwithin 30 feet
its turns tryingofto
you makes
move an away
as far attackfrom
roll, you
you as
canit Rations
use
can,your
and reaction to grantmove
it can't willingly that creature
to a space a +10 bonus
within to the
30 feet roll, using
of you. It alsoyour
can't take
Channel
reactions.Divinity. You make
For its action, this
it can usechoice
only after you see
the Dash theorroll,
action try but before the
to escape fromDM
an Rations
says
effectwhether the attack
that prevents it from hitsmoving.
or misses.
If there's nowhere to move, the creature can
use the Dodge action.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
Tracked Resources
Torch
War Priest (3/day)

Languages
Common Dwarvish
Draconic Dwarvish
Spell Slots
4th level
3rd level

2nd level
1st level

Spells & Powers


Cleric spells memorized (CL 7th)
Spell Save DC 14 Spell Attack +6
4th—banishment, freedom of movement , stoneskin
3rd—crusader's mantle , dispel magic , protection from
energy, spirit guardians , water walk R
2nd—blindness/deafness, hold person, magic weapon ,
silence R , spiritual weapon
1st—command, divine favor , healing word , inflict wounds,
shield of faith
Cantrips—sacred flame , spare the dying , toll the dead ,
word of radiance

Other Spells & Powers


Feats, Bonus Spells:
Proficiencies Spells:

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.

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