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Cleric 3 (Waukeen) Noble

CLASS & LEVEL BACKGROUND PLAYER NAME

Albino Dwarf Lawful Neutral 900


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 -1 25 ft.
14 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+2 PERSONALITY TRAITS

Hit Point Maximum 24


+2 Strength
DEXTERITY -1 Dexterity

8 +1

+2
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

-1 ● +5 Wisdom
● +2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
12 3d8
-1 Acrobatics (Dex) Total SUCCESSES
+1 +3 Animal Handling (Wis) FAILURES
● +6 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +2 Athletics (Str)

14 ●
+0

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
CHANNEL DIVINITY (1/rest).
● +5 Insight (Wis)
wrhammer +4 1d8+2* You have the ability to channel divine energy
+2
directly from your deity, using that energy to
+0 Intimidation (Cha) spear* +4 1d6+2* fuel magical effects. You start with two such
WISDOM +2 Investigation (Int) effects: Turn Undead and Knowledge of the
Ages. When you use your Channel Divinity,
● +5 Medicine (Wis) you choose which effect to create. You must
16 ● +6 Nature (Int)
*warhammer versatile (1d10+2)
then finish a short or long rest to use your
Channel Divinity again. Some Channel
+3 Perception (Wis)
+3 *spear versatile (1d8+2) Divinity effects require saving throws. When
+0 Performance (Cha) you use such an effect from this class, the
*thrown spear range (20/60) DC equals your cleric spell save DC.
● +2 Persuasion (Cha)
CHARISMA
+2 Religion (Int) CD: TURN UNDEAD.
10 -1 Sleight of Hand (Dex)
As an action, you present your holy symbol
and speak a prayer censuring the undead.
-1 Stealth (Dex) Each undead that can see or hear you within
+0 30 feet of you must make a Wisdom saving
+3 Survival (Wis)
throw. If the creature fails its saving throw, it
SKILLS ATTACKS & SPELLCASTING is turned for 1 minute or until it takes any
damage. A turned creature must spend its
turns trying to move as far away from you as
13 PASSIVE WISDOM (PERCEPTION) it can, and it can’t willingly move to a space
CP warhammer, spear, scale within 30 feet of you. It also can’t take
mail, shield, holy symbol, reactions. For its action, it can use only the
explorer's pack, fine Dash action or try to escape from an effect
Armor. SP that prevents it from moving. If there’s
Light Armor, Medium Armor, Shields
clothes, Three-Dragon nowhere to move, the creature can use the
Ante, tattoos denoting Dodge action.
Weapons. EP
social status, pouch
Simple Weapons, Battleaxe, Handaxe, Light
KNOWLEDGE DOMAIN.
Hammer, Warhammer

Tools.
GP 25 CD: KNOWLEDGE OF THE AGES.
Mason's Tools; Gaming Set (Three-Dragon Ante) You can use your Channel Divinity to tap into
PP a divine well of knowledge. As an action, you
Languages. choose one skill or tool. For 10 minutes, you
Common, Draconic, Dwarvish, Goblin, Grung have proficiency with the chosen skill or tool.

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

Darkvision 60 ft.
POSITION OF PRIVILEGE.
DWARVEN RESILIENCE.
Thanks to your noble birth, people You have advantage on saving throws against poison, and you have resistance against poison
are inclined to damage.
think the best of you. You are
STONE CUNNING.
welcome in high society, Whenever you make an Intelligence (History) check related to the origin of stonework in Chult, you
and people assume you have the are considered proficient in the History skill and add double your proficiency bonus to the check,
right to be wherever instead of your normal proficiency bonus.
you are. The common folk make DWARVEN TOUGHNESS.
every effort to Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
accommodate you and avoid your
displeasure, and other RITUAL CASTING.
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
people of high birth treat you as a
member of the same BLESSINGS OF KNOWLEDGE.
social sphere. You can secure an Your proficiency bonus is doubled for any ability check you make that uses either Arcana or
Nature.
audience with a local noble if you
need to.
ADDITIONAL FEATURES & TRAITS

BACKSTORY.
Your people keep on going
missing in the jungle, and all
efforts to locate the abductors
have been for naught. As a clan
leader, the time has come for you
to discover who is behind all this.

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
Guidance
Sacred Flame
Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Command (d)

Identify (d)
4
Bless

Cure Wounds
SPELLS KNOWN

Guiding Bolt

Protection from Evil and Good

2 2
Augury (d)

Suggestion (d)

Lesser Restoration
5
Prayer of Healing

(d) Domain Spell (always prepared); Can prepare 6 additional spells.

Non-domain spells above can be switched out.

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

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