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Cleric 5 Rogue 1 Haunted Tong

CLASS & LEVEL BACKGROUND PLAYER NAME


Malverne
Half Elf Reborn Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH - I have relied on prayer to put an end to my
13 +2 30 haunting long enough, and it has not worked.

7 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
Worshipping a deity is unnecessary.
- I like being around children. They remind me of
the lighter and brighter side of life.
-2 PERSONALITY TRAITS

Hit Point Maximum 58


-2
Strength Humble. Those I’ve saved may see me as their savior,
DEXTERITY
58
thinking they owe me their lives. Yet I was only doing what

+5
Dexterity was right.

14 +4
Constitution
CURRENT HIT POINTS IDEALS
● +4
Intelligence
+2 +5
Wisdom
I lost my family in a horrible event. From that
+1
Charisma day forward, I’ve dedicated myself to saving
CONSTITUTION others.
SAVING THROWS
TEMPORARY HIT POINTS BONDS
18 6d8

+5
Acrobatics (Dex) Total SUCCESSES
I have an enemy looking for me
+4 related to the reason for my haunting.
+5
Animal Handling (Wis) 6d8 FAILURES

+1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-2
Athletics (Str)

12 ●
+4
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
+1
History (Int) - You have advantage on saving throws
daggers +5 1d4+2 against disease and being poisoned, and you
+1 ●
+8
Insight (Wis) have resistance to poison damage.
+1
Intimidation (Cha) shortswor +5 1d6+2 - You have advantage on death saving throws.
- You don't need to eat, drink, or breathe.
WISDOM ●
+4
Investigation (Int) - You don't need to sleep, and magic can't put
+5
Medicine (Wis) you to sleep. You can finish a long rest in 4
20 +1
Nature (Int)
hours if you spend those hours in an inactive,
daggers (20/60) motionless state, during which you retain
+5

+8
Perception (Wis) consciousness.
- Knowledge from a Past Life. You temporarily
+1
Performance (Cha) remember glimpses of the past, perhaps faded
CHARISMA

+4
Persuasion (Cha) memories from ages ago or a previous life.
When you make an ability check that uses a

+4
Religion (Int) skill, you can roll a d6 immediately after seeing
13 ●
+13
Sleight of Hand (Dex) the number on the d20 and add the number on
the d6 to the check. You can use this feature a

+8
Stealth (Dex) number of times equal to your proficiency
+1
+5
Survival (Wis) bonus, and you regain all expended uses
when you finish a long rest.
SKILLS ATTACKS & SPELLCASTING - Self-Sacrifice Starting at 1st level, you can
cast the warding bond spell without expending
a spell slot. In addition, starting at 5th level,
18 PASSIVE WISDOM (PERCEPTION)
- a set of common you do not require material components while
CP casting the warding bond spell.
clothes Once you cast this spell using this feature, you
- an item related to the must finish a long rest to do so again.
SP
- Channel Divinity: Blessing of the Virtuous
Armor: light armor, medium haunting experience Starting at 2nd level, you can use your
armor, shields EP
- a belt pouch Channel Divinity to bless your allies. You raise
your holy symbol and bless up to 3 creatures
Weapons: simple weapons, - Shield ? of your choice within 30 feet of you.
martial weapons - Holy Symbol Blessed creatures gain the benefits of the
GP 1120 bless spell, cast directly by your deity, which
Language: Common, Elves, - 2 shortsword means the spell does not require
Celestial, Abyssal, Thieves' PP
- explorer's pack concentration.
- Leather armor - Channel Divinity: Turn Undead
Cant - Destroy Undead (CR 1/2)
- 2 daggers
Tools: Thieves +10
- thieves' tools
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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?? 162 48
AGE HEIGHT WEIGHT

Milky White Grey Black


CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

- Feature: Curse of The Haunted Swarms of crows or vermin, shades, nightmares...


- I have always stood up for Sinister signs that is related to the thing that haunts you follow you wherever you go.
those who are weaker than I am. As a result, people notice that you are haunted and even think that you are cursed.
They will fear that you will bring the same horrors, and curse upon them.
- Law can be righteous while
also oppressive, sometime it - Feat: Pain Bearer
better to make do without it When you take at least 10 damage in a round, and if you cast any spell or use any
- Secret: You acknowledge the feature that restores hit points within the next round, the spell or the feature heals an
power of the gods, but you think additional 2d8 hit points.
that most events are dictated by
- Feat: Shadow Touched
pure chance.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level
- Childhood Home: A Ruins of spell must be from the illusion or necromancy school of magic. You can cast each of
the city long forgotten these spells without expending a spell slot. Once you cast either of these spells in
- Childhood Memories: I had this way, you can't cast that spell in this way again until you finish a long rest. You
several friends, and my can also cast these spells using spell slots you have of the appropriate level. The
childhood was generally a happy spells' spellcasting ability is the ability increased by this feat.
one.
ADDITIONAL FEATURES & TRAITS

Events
- You were killed and controlled - Gloves of Thievery DMG p172 - These gloves are invisible while worn. While wearing them, you gain a +5 bonus to
Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
by a necromancer for many
- Skeleton Key Vault of Magic p176 - Bone (Rare). While this key is on your person, you have advantage on ability
years checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend
- You fought in a battle. You 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease
(1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges
suffered only minor injuries, and daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed.
the wounds all healed without - The Talking Skull 25 magic item p 6 - In spite of its lack of eyeballs, this old yellowed skull seems to be constantly
leaving scars. eyeing you. As an action you can animate this old skull, lighting up its eyes with a pale blue light. Once animated it
must speak with you and answer any questions to the best of its ability. The skull is well versed in most topics, and
- You saw a demon and ran may be able to give useful advice and insights, at the GMs discretion. The skull also has limited insights into the near
away before it could do anything future. This ability effectively works like casting the augury spell, except that the skull delivers the omen of the spell
and can only be used once per activation. Each time you animate the skull roll on the table below to see its current
to you. mood. It stays animated for 10 minutes, and will keep talking even if you have no further questions. Once used, this
ability can’t be used again until the next dawn.
d6 Mood: 1 Wrathful 2 Sullen 3 Suspicious 4 Chatty 5 Pleasing 6 Overjoyed

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 16 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Calm Mind COG p167 ● Dispel Magic PHB p234

Guidance PHB p248 ● Healing Ball COG p173

Sacred Flame PHB p272 ● Spirit Guardians PHB p278

Thaumaturgy PHB p282 Angel Feathers COG p165

Sleep of the Sinful COG p182

Sending PHB p274

Speak with Dead PHB p277

Holy Rain BD 46

● Revivify PHB p272


SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Daylight PHB p230

1 4 Bestow Blessing Devout-Handbook p18


7
Aura of Vitality PHB p216

EPAR Consecrate / Desecrate The Complete Divine: Player's Guide 22


SPELL NAME
ED
PR

● Bless PHB p219

● Heroism PHB p250


4
● Disguise Self PHB p233 (1FPer1D)

● Healing Word PHB p250 Personal heaven COG p178 ritual


SPELLS KNOWN

Bane PHB p216 Radiant Storm COG p179

● Detect Magic PHB p231 ritual Stone Shape PHB p278

Guiding Bolt PHB p248 Death Ward PHB p230

Delayed Healing Aura COG p170 Banishment PHB p217

● Command PHB p223 Freedom of Movement PHB p244

Protection from Evil and Good PHB p270 Locate Creature PHB p256
8
Detect Evil and Good PHB p231 Stone Shape PHB p278

Touch of Dawn BD 58 Control Water PHB p227

Angel Wings BD 39

Divination PHB p234


2 3
● Gentle Repose PHB p245

● Warding Bond PHB p287

● invisibility PHB p254 (1FPer1D)


5
● Lesser Restoration PHB p255

● Garden of Heaven COG p172 ritual Dispel Evil and Good PHB p233
9
● Calm Emotions PHB p221 Hallow PHB p249

Prayer of Healing PHB p267 Holy Weapon XGE p157

● Spiritual Weapon PHB p278 Greater Restoration PHB p246

Silence PHB p275 Commune PHB p223 ritual

Augury PHB p215 Dawn XGE p153

● Enhance Ability PHB p237 Dispel Evil and Good PHB p233

Aid PHB p211 Flame Strike PHB p242

Detect Alignment COE 190 Fountain of Blessing COG p172

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

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