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Cleric 8 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Bỉsᾰn Ironhorn
Minotaur
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I've enjoyed fine food, drink, and
+4
18/20
ARMOR
+1 30 high society among my temple's
+3 PROFICIENCY BONUS CLASS INITIATIVE SPEED elite. Rough living grates on me.
18 PERSONALITY TRAITS

Hit Point Maximum 65


+4 Strength
DEXTERITY Charity: I always try to help those in need,
+1 Dexterity no matter what the personal cost. (Good)
+1 +2 Constitution
CURRENT HIT POINTS IDEALS
-1 Intelligence
12 ● +7 Wisdom
● +3 Charisma I will do anything to protect
CONSTITUTION SAVING THROWS
the temple where I served.
TEMPORARY HIT POINTS BONDS
+2
+1 Acrobatics (Dex) Total 8 d8 SUCCESSES
15
I judge others harshly, and
+4 Animal Handling (Wis) FAILURES
myself even more severely.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +4 Athletics (Str)

-1 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Disciple of Life
Horn / Mace +7 1d6 +4 Whenever you use a spell of 1st level or higher to
8 ● +7 Insight (Wis) restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.
● +3 Intimidation (Cha) Spell atk / sav +7 DC 15
WISDOM -1 Investigation (Int) Channel Divinity: Preserve Life
Dagger +7 1d4 +4 As an action, you present your holy symbol and evoke
● +4 Medicine (Wis) healing energy that can restore a number of hit points
+4 -1 Nature (Int) Goring Rush: Immediately after you use the Dash action on your
turn and move at least 20 feet, you can make one melee attack with
equal to five times your cleric level. Choose any
creatures within 30 feet of you, and divide those hit
your horns as a bonus action. points among them. This feature can restore a
+4 Perception (Wis) creature to no more than half of its hit point maximum.
19 Hammering Horns: Immediately after you hit a creature with a melee
0 Performance (Cha) You can’t
attack as part of the Attack action on your turn, you can attempt to
shove that creature with your horns using your bonus action. The use this feature on an undead or a construct.
● +3 Persuasion (Cha) creature must be no more than one size larger than you and within 5
CHARISMA feet of you. It must make a Strength saving throw against a DC Blessed Healer
● +7 Religion (Int) equal to 8 + your proficiency bonus + your Strength modifier. If it When you cast a spell of 1st level or higher that
0 +1 Sleight of Hand (Dex)
fails, you push it up to 10 feet away from you.

Divine Strike
restores hit points to a creature other than you, you
regain hit points equal to 2 + the spell’s level.
Once on each of your turns when you hit a creature with a weapon
+1d Stealth (Dex) attack, you can cause the attack to deal an extra 1d8 radiant Feature: Shelter of the Faithful
11 damage to the target. When you reach 14th level, the extra damage
+4 Survival (Wis) increases to 2d8. As an acolyte, you command the respect of those who
share your faith, and you can perform the religious
SKILLS ATTACKS & SPELLCASTING ceremonies of your deity. You and your adventuring
companions can expect to receive free healing and
care at a temple, shrine, or other established presence
of your faith, though you must provide any material
14 PASSIVE WISDOM (PERCEPTION) A holy symbol
A prayer book
components needed for spells. Those who share your
CP religion will support you (but only you) at a modest
5 sticks of incense
Vestments lifestyle.
A set of common clothes You might also have ties to a specific temple
SP Mace of Disruption dedicated to your chosen deity or pantheon, and you
You can speak, read, and write Full Plate Mail have a residence there. This could be the temple
A dagger
Common, Minotaur, Sylvan, Celestial. A priest’s pack
where you used to serve, or a temple where you have
• a Backpack found a new home. While near your temple, you can
EP
• a Blanket call upon the priests for assistance, provided the
Armor: Light armor, medium armor, • 10 candles assistance you ask for is not hazardous and you
• a Tinderbox remain in good standing with your temple.
shields, Heavy Armor GP 50 • an alms box
• 2 blocks of incense
• a censer Empathetic
Weapons: All simple weapons • vestments You can use your action to try to get uncanny insight
PP • 2 days of Rations about one humanoid you can see within 30 feet of
• a Waterskin. you. Make a Wisdom (Insight) check contested by the
A shield emblazoned with Sune's holy symbol target's Charisma (Deception) check. If your check
A small medallion with Sune's likeness on a
silver chain.
succeeds, you have advantage on attack rolls and
ability checks against the target until the end of your
next turn.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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48 6' 6"
AGE HEIGHT WEIGHT
Bỉsᾰn Ironhorn
Amber White and mottled brown fur. Brown
CHARACTER NAME EYES SKIN HAIR

NAME

Cleric of Sune

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Choose a number of cleric spells equal to your At 6th level, you can use your Channel Divinity twice between rests,
and beginning at 18th level you can use it three times between rests.
Wisdom modifier + your cleric level (minimum of When you finish a short or long rest, you regain your expended uses.
one spell). The spells must be of a level for
Channel Divinity: Turn Undead
which you have spell slots. As an action, you present your holy symbol and speak a prayer
censuring the undead. Each undead that can see or hear you within
30 feet of you must make a Wisdom saving throw. If the creature fails
War Caster its saving throw, it is turned for 1 minute or until it takes any damage.
You have practiced casting spells in the midst of A turned creature must spend its turns trying to move as far away
combat, learning techniques that grant you the from you as it can, and it can’t willingly move to a space within 30 feet
of you. It also can’t take reactions. For its action, it can use only the
following benefits: Dash action or try to escape from an effect that prevents it from
You have advantage on Constitution saving moving. If there’s nowhere to move, the creature can use the Dodge
action.
throws that you make to maintain your
concentration on a spell when you take damage. Destroy Undead
Starting at 5th level, when an undead fails its saving
You can perform the somatic components of throw against your Turn Undead feature, the creature is instantly
spells even when you have weapons or a shield destroyed if its challenge rating is at or below a certain threshold, as
in one or both hands. shown in the Destroy Undead table.

When a hostile creature's movement provokes Cleric Level Destroys Undead of CR


an opportunity attack from you, you can use your 5th 1/2 or lower
8th 1 or lower
reaction to cast a spell at the creature, rather 11th 2 or lower
than making an opportunity attack. The spell 14th 3 or lower
17th 4 or lower
must have a casting time of 1 action and must
target only that creature.

ADDITIONAL FEATURES & TRAITS

Mace of Disruption

Requires Attunement

When you hit a fiend or an Undead with this Magic


Weapon, that creature takes an extra 2d6 radiant
damage. If the target has 25 Hit Points or fewer
after taking this damage, it must succeed on a DC
15 Wisdom saving throw or be destroyed. On a
successful save, the creature becomes Frightened
of you until the end of your next turn.

While you hold this weapon, it sheds bright light in


a 20-foot radius and dim light for an additional 20
feet.

CHARACTER BACKSTORY TREASURE

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Cleric Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Guidance ● Beacon of Hope & Mass Healing Word Blade Barrier
Light Animate Dead Bestow Curse Create Undead
Mending Clairvoyance Dispel Magic Find the Path
Resistance Create Food and Water Daylight Forbiddance
Sacred Flame Glyph of Warding Magic Circle Harm / Heal
Spare the Dying Meld into Stone Heroes' Feast
Thaumaturgy Remove Curse Planar Ally
Protection from Energy True Seeing
SPELL Sending Word of Recall
LEVEL
SLOTS TOTAL SLOTS EXPENDED Speak with Dead
1 4 Spirit Guardians
7
Tongues
EPAR
SPELL NAME Water Walk Revivify Conjure Celestial
ED
PR

● Bless & Cure Wounds Divine Word


Bane Healing Word 4 2 Etherealness
Create or Destroy Water Fire Storm
Ceremony Detect Magic ● Death Ward & Guardian of Faith Plane Shift
Detect Evil and Good Regenerate
SPELLS KNOWN

Detect Poison and Disease Banishment Symbol


Guiding Bolt Control Water
Inflict Wounds Command Divination Resurrection
Protection from Evil and Good Freedom of Movement
Purify Food and Drink Locate Creature
8
Sanctuary Stone Shape
Shield of Faith Antimagic Field
Control Weather
2 Earthquake
3
Holy Aura
● Lesser restor. & Spiritual weapon
Aid Augury
Blindness/Deafness 5
Calm Emotions Continual Flame
Enhance Ability Find Traps Mass Cure Wounds & Greater Restoration
9
Gentle Repose Contagion
Hold Person Dispel Evil and Good Astral Projection
Locate Object Flame Strike Commune Gate
Prayer of Healing Geas Scrying Mass Heal
Protection from Poison Planar Binding True Resurrection
Hold Person Hallow
Warding Bond Insect Plague
Zone of Truth Legend Lore Raise Dead

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Spell Descriptions
Antimagic Field Earthquake Astral Projection
8th-level abjuration
8th-level evocation 9th-level necromancy
Casting Time: 1 action
Range: Self (10-foot-radius sphere) Casting Time: 1 action Casting Time: 1 hour
Components: V, S, M (a pinch of powdered iron or iron filings) Range: 10 feet
Range: 500 feet
Duration: Concentration, up to 1 hour Components: V, S, M (for each creature you affect with this
A 10-foot-radius invisible sphere of antimagic surrounds you. This Components: V, S, M (a pinch of dirt, a piece of rock, spell, you must provide one jacinth worth at least 1,000 gp
area is divorced from the magical energy that suffuses the and a lump of clay) and one ornately carved bar of silver worth at least 100 gp,
multiverse. Within the sphere, spells can•ft be cast, summoned
creatures disappear, and even magic items become mundane.
Duration: Concentration, up to 1 minute all of which the spell consumes)
Until the spell ends, the sphere moves with you, centered on you. You create a seismic disturbance at a point on the Duration: Special
Spells and other magical effects, except those created by an ground that you can see within range. For the You and up to eight willing creatures within range project
artifact or a deity, are suppressed in the sphere and can't protrude
into it. A slot expended to cast a suppressed spell is consumed. duration, an intense tremor rips through the ground in your astral bodies into the Astral Plane (the spell fails and
While an effect is suppressed, it doesn't function, but the time it a 100-foot-radius circle centered on that point and the casting is wasted if you are already on that plane). The
spends suppressed counts against its duration. shakes creatures and structures in contact with the material body you leave behind is unconscious and in a
Targeted Effects. Spells and other magical effects, such as magic state of suspended animation; it doesn't need food or air
missile and charm person, that target a creature or an object in the ground in that area.
and doesn't age.
sphere have no effect on that target. The ground in the area becomes difficult terrain. Each Your astral body resembles your mortal form in almost
Areas of Magic. The area of another spell or magical effect, such
as fireball, can't extend into the sphere. If the sphere overlaps an
creature on the ground that is concentrating must every way, replicating your game statistics and
area of magic, the part of the area that is covered by the sphere is make a Constitution saving throw. On a failed save, possessions. The principal difference is the addition of a
suppressed. For example, the flames created by a wall of fire are the creature's concentration is broken. silvery cord that extends from between your shoulder blades
suppressed within the sphere, creating a gap in the wall if the
overlap is large enough.
When you cast this spell and at the end of each turn and trails behind you, fading to invisibility after 1 foot. This
Spells. Any active spell or other magical effect on a creature or an you spend concentrating on it, each creature on the cord is your tether to your material body. As long as the
object in the sphere is suppressed while the creature or object is in ground in the area must make a Dexterity saving tether remains intact, you can find your way home. If the
it. cord is cut--something that can happen only when an effect
Magic Items. The properties and powers of magic items are throw. On a failed save, the creature is knocked
specifically states that it does--your soul and body are
suppressed in the sphere. For example, a +1 longsword in the prone.
sphere functions as a nonmagical longsword. separated, killing you instantly.
This spell can have additional effects depending on Your astral form can freely travel through the Astral Plane
A magic weapon's properties and powers are suppressed if it is
used against a target in the sphere or wielded by an attacker in the the terrain in the area, as determined by the GM. and can pass through portals there leading to any other
sphere. If a magic weapon or a piece of magic ammunition fully Fissures. Fissures open throughout the spell's area at plane. If you enter a new plane or return to the plane you
leaves the sphere (for example, if you fire a magic arrow or throw a the start of your next turn after you cast the spell. A
magic spear at a target outside the sphere), the magic of the item were on when casting this spell, your body and possessions
ceases to be suppressed as soon as it exits. total of 1d6 such fissures open in locations chosen by are transported along the silver cord, allowing you to
Magical Travel. Teleportation and planar travel fail to work in the the GM. Each is 1d10 × 10 feet deep, 10 feet wide, re-enter your body as you enter the new plane. Your astral
sphere, whether the sphere is the destination or the departure form is a separate incarnation. Any damage or other effects
point for such magical travel. A portal to another location, world, or
and extends from one edge of the spell's area to the
plane of existence, as well as an opening to an extradimensional opposite side. A creature standing on a spot where a that apply to it have no effect on your physical body, nor do
space such as that created by the rope trick spell, temporarily they persist when you return to it.
fissure opens must succeed on a Dexterity saving
closes while in the sphere. The spell ends for you and your companions when you use
Creatures and Objects. A creature or object summoned or created throw or fall in. A creature that successfully saves your action to dismiss it. When the spell ends, the affected
by magic temporarily winks out of existence in the sphere. Such a moves with the fissure's edge as it opens. creature returns to its physical body, and it awakens.
creature instantly reappears once the space the creature occupied A fissure that opens beneath a structure causes it to
is no longer within the sphere. The spell might also end early for you or one of your
Dispel Magic. Spells and magical effects such as dispel magic automatically collapse (see below). companions. A successful dispel magic spell used against
have no effect on the sphere. Likewise, the spheres created by Structures. The tremor deals 50 bludgeoning damage an astral or physical body ends the spell for that creature. If
different antimagic field spells don't nullify each other. to any structure in contact with the ground in the area a creature's original body or its astral form drops to 0 hit
Control Weather when you cast the spell and at the start of each of points, the spell ends for that creature. If the spell ends and
8th-level transmutation your turns until the spell ends. If a structure drops to 0 the silver cord is intact, the cord pulls the creature's astral
Casting Time: 10 minutes form back to its body, ending its state of suspended
Range: Self (5-mile radius)
hit points, it collapses and potentially damages
animation.
Components: V, S, M (burning incense and bits of earth and wood nearby creatures. A creature within half the distance If you are returned to your body prematurely, your
mixed in water) of a structure's height must make a Dexterity saving
Duration: Concentration, up to 8 hours companions remain in their astral forms and must find their
You take control of the weather within 5 miles of you for the throw. On a failed save, the creature takes 5d6 own way back to their bodies, usually by dropping to 0 hit
duration. You must be outdoors to cast this spell. Moving to a place bludgeoning damage, is knocked prone, and is buried points.
where you don't have a clear path to the sky ends the spell early. in the rubble, requiring a DC 20 Strength (Athletics)
When you cast the spell, you change the current weather
conditions, which are determined by the GM based on the climate check as an action to escape. The GM can adjust the Gate
and season. You can change precipitation, temperature, and wind. DC higher or lower, depending on the nature of the 9th-level conjuration
It takes 1d4 × 10 minutes for the new conditions to take effect. rubble. On a successful save, the creature takes half Casting Time: 1 action
Once they do so, you can change the conditions again. When the Range: 60 feet
spell ends, the weather gradually returns to normal. as much damage and doesn't fall prone or become
Components: V, S, M (a diamond worth at least 5,000 gp)
When you change the weather conditions, find a current condition buried. Duration: Concentration, up to 1 minute
on the following tables and change its stage by one, up or down.
When changing the wind, you can change its direction. You conjure a portal linking an unoccupied space you can
Precipitation Holy Aura see within range to a precise location on a different plane of
Stage Condition 8th-level abjuration existence. The portal is a circular opening, which you can
1 Clear
2 Light clouds Casting Time: 1 action make 5 to 20 feet in diameter. You can orient the portal in
3 Overcast or ground fog Range: Self any direction you choose. The portal lasts for the duration.
4 Rain, hail or snow Components: V, S, M (a tiny reliquary worth at least The portal has a front and a back on each plane where it
5 Torrential rain, driving hail, or blizzard appears. Travel through the portal is possible only by
Temperature 1,000 gp containing a sacred relic, such as a scrap of
Stage Condition cloth from a saint's robe or a piece of parchment from moving through its front. Anything that does so is instantly
1 Unbearable heat transported to the other plane, appearing in the unoccupied
a religious text) space nearest to the portal.
2 Hot
3 Warm Duration: Concentration, up to 1 minute Deities and other planar rulers can prevent portals created
4 Cool Divine light washes out from you and coalesces in a by this spell from opening in their presence or anywhere
5 Cold
6 Arctic cold
soft radiance in a 30-foot radius around you. within their domains.
Wind Creatures of your choice in that radius when you cast When you cast this spell, you can speak the name of a
Stage Condition this spell shed dim light in a 5-foot radius and have specific creature (a pseudonym, title, or nickname doesn't
1 Calm work). If that creature is on a plane other than the one you
2 Moderate wind advantage on all saving throws, and other creatures
3 Strong wind have disadvantage on attack rolls against them until are on, the portal opens in the named creature's immediate
4 Gale the spell ends. In addition, when a fiend or an undead vicinity and draws the creature through it to the nearest
5 Storm unoccupied space on your side of the portal. You gain no
hits an affected creature with a melee attack, the aura special power over the creature, and it is free to act as the
flashes with brilliant light. The attacker must succeed GM deems appropriate. It might leave, attack you, or help
on a Constitution saving throw or be blinded until the you.
spell ends.
Backstory
Mass Heal
9th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A flood of healing energy flows from
you into injured creatures around
you. You restore up to 700 hit
points, divided as you choose
among any number of creatures
that you can see within range.
Creatures healed by this spell are
also cured of all diseases and any
effect making them blinded or
deafened. This spell has no effect
on undead or constructs.

True Resurrection
9th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of
holy water and diamonds worth at
least 25,000 gp, which the spell
consumes)
Duration: Instantaneous
You touch a creature that has been
dead for no longer than 200 years
and that died for any reason except
old age. If the creature's soul is free
and willing, the creature is restored
to life with all its hit points.
This spell closes all wounds,
neutralizes any poison, cures all
diseases, and lifts any curses
affecting the creature when it died.
The spell replaces damaged or
missing organs and limbs.
The spell can even provide a new
body if the original no longer exists,
in which case you must speak the
creature's name. The creature then
appears in an unoccupied space
you choose within 10 feet of you.

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