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Cleric (1) Jack of all Traders

Class & Level Origin Player Name

You raised a family, tilled the fields,


You cultivated
knew you crops.
shouldn’t
Until
have
theread
darkness
T: To
those
discover
came.
wordsthe
aloud.
lost tome, containing
Character Name ~Backstory Memory Drive Points

+2 11
Strength Armour Initiative Speed
Inspiration Proficiency Passive Class Spellcasting: Attunement Slots: 3
13 Bonus Perception Unarmoured Spells: DC 11, attack modifier +3
+1 30
13
+1 Buff
Strength
Dexterity

Dexterity Constitution Base Position


10 Combat Position Pool
d8
Intelligence
13
+3 Wisdom
+3 Charisma
+1
Saving Throws Position

Constitution
Acrobatics DEX Total
12
Animal Handling WIS
Current Spent
Arcana INT
+1 Position Dice Souls
Athletics STR
Deception CHA
History INT
Intelligence
Insight WIS Weapons
12 Intimidation CHA
Mace Name
Investigation INT
+1 Medicine WIS
Special Ability
+3 to hit., 5ft reach, one creature, 1d6
Nature INT
Perception WIS
+1 bludgeoning damage (versatile
Wisdom
Performance CHA
1d8). 2 Position after a successful
12 +3 Persuasion CHA
attack to increase your AC by +2 for
+3 the next turn.
Religion INT
+1 Sleight of Hand DEX
Name
Cleric's Sacred Chime
Stealth DEX
Survival WIS
Charisma Special Ability
+3 to hit., 5ft reach, one creature, 1d4
13 +1 bludgeoning. Light. Spend 1
Features and Traits
Position to restore +2 Position to one
Skills friendly Creature adjacent to you.
+1
ATT Spell Title
Title Values/Uses Expended Armour
Heal, touch, 1d8 + 1
Estus Flask 3 Cleric Robes Name
Casts 5 Damage NA
Special Ability
Special Ability
You gain advantage on all Wisdom Force, 20ft radius see notes
(Medicine) checks. Casts Damage
4 1d4+1
They may add an additional +2 to their
Wisdom, and to their AC.
Gain advantage on all saving throws Casts Damage
against magical attacks and effects. Shield
Remove any one negative condition of
their choice. Name Casts Damage

Bloodied Ability Weapons, Armour & Shields Spells

Item No. Healing


Force: Emanating from the caster, a
Cleric Robes Estus Flask 1d8
circle of force with a circumference of
20 ft. strikes all creatures in its Cleric’s Sacred Chime Healer’s Kit
proximity. Each creature must succeed
on a DC 11 Dexterity saving throw or be Mace Green Blossom
knocked back 10 ft. in a straight line and
be left prone. A creature who succeeds Purple Moss
on the saving throw is only knocked Equipment
back. Bug Pills

Notes Consumables

Character sheets are available to download from www.steamforged.com Dark Souls™ & ©BANDAI NAMCO Entertainment Inc./©FromSoftware, Inc.

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