AntipathicZora

death mom

Aug 27th, 2019
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  1. Character Name: Zorana
  2. Player Name: NPC
  3. Class/Level: Cleric lv. 10 (Grave Domain)
  4. Race: Aarakocra (resembling a raven)
  5. Age: ???
  6. Height: 5'7"
  7. Weight: 90 lbs
  8. Alignment: True Neutral
  9. Background: Acolyte
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 12 ... (+1) ........ [ ]
  16. Dexterity ....... 14 ... (+2) ........ [ ]
  17. Constitution .... 18 ... (+4) ........ [ ]
  18. Wisdom .......... 20 ... (+5) ........ [x]
  19. Intelligence .... 14 ... (+2) ........ [ ]
  20. Charisma ........ 10 ... (+0) ........ [x]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 25 ft (fly 50)
  26. Armor Class ..... (AC) 16
  27. Initiative ...... +2 (Dex modifier)
  28.  
  29. Hit Points ...... 89
  30. Hit Dice ........ 1d8
  31. Hit Dice Total .. 10
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 15
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+2] ... Acrobatics (Dex) ........... [ ]
  44. [+0] ... Animal Handling (Cha) ...... [ ]
  45. [+2] ... Arcana (Int) ............... [ ]
  46. [+1] ... Athletics (Str) ............ [ ]
  47. [+0] ... Deception (Cha) ............ [ ]
  48. [+2] ... History (Int) .............. [x]
  49. [+5] ... Insight (Wis) .............. [x]
  50. [+0] ... Intimidation (Cha) ......... [ ]
  51. [+2] ... Investigation (Int) ........ [ ]
  52. [+5] ... Medicine (Wis) ............. [x]
  53. [+2] ... Nature (Int) ............... [ ]
  54. [+5] ... Perception (Wis) ........... [ ]
  55. [+0] ... Performance (Cha) .......... [ ]
  56. [+0] ... Persuasion (Cha) ........... [ ]
  57. [+2] ... Religion (Int) ............. [x]
  58. [+2] ... Sleight of Hand (Dex) ...... [ ]
  59. [+2] ... Stealth (Dex) .............. [ ]
  60. [+5] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [Greatsword] ............ [+1] ......... [2d6 slashing]
  67. [Mace] ............ [+1] ......... [1d6 bludgeoning]
  68. [Quarterstaff] ............ [+1] ......... [1d8 bludgeoning]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 125gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
  76.  
  77.  
  78. --- Features and Traits ---
  79.  
  80. Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
  81.  
  82. Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  83.  
  84. Spellcasting
  85. As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
  86.  
  87. Cantrips
  88. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
  89. Preparing and Casting Spells
  90.  
  91. The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  92.  
  93. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
  94.  
  95. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
  96.  
  97. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
  98.  
  99. Spellcasting Ability
  100. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
  101.  
  102. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  103.  
  104. Spell attack modifier = your proficiency bonus + your Wisdom modifier
  105.  
  106. Ritual Casting
  107. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  108.  
  109. Spellcasting Focus
  110. You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
  111.  
  112. Circle of Mortality
  113. At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
  114.  
  115. In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
  116. Eyes of the Grave
  117.  
  118. At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
  119.  
  120. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
  121.  
  122. Channel Divinity (1/rest)
  123. At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn 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.
  124.  
  125. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
  126.  
  127. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
  128.  
  129. Beginning 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. When you finish a short or long rest, you regain your expended uses.
  130.  
  131. Turn Undead
  132. 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 its saving throw, it is turned for 1 minute or until it takes any damage.
  133.  
  134. A turned creature must spend its turns trying to move as far away 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 Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
  135. Divine Domain feature
  136.  
  137. At 2nd level, you gain a feature from your Divine Domain.
  138.  
  139. Channel Divinity: Path to the Grave
  140. Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.
  141.  
  142. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
  143.  
  144. Destroy Undead (CR 1/2)
  145. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
  146.  
  147. Channel Divinity (2/rest)
  148. Beginning at 6th level, you can use your Channel Divinity twice between rests.
  149.  
  150. Sentinel at Death's Door
  151. At 6th level, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
  152.  
  153. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
  154.  
  155. Destroy Undead (CR 1)
  156. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
  157.  
  158. Potent Spellcasting
  159. Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
  160.  
  161. Divine Intervention
  162. Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
  163.  
  164. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
  165.  
  166. At 20th level, your call for intervention succeeds automatically, no roll required.
  167.  
  168. --- Languages and Proficiencies ---
  169.  
  170. Languages: Common, Aarakocra, Auran, Elvish, Sylvan
  171.  
  172. Melee Weapon Proficiencies:
  173. Ranged Weapon Proficiencies:
  174. Armor Proficiencies:
  175.  
  176. Tools:
  177. Vehicles:
  178.  
  179.  
  180. --- Background-Related ---
  181.  
  182. Personality Traits:
  183. I see omens in every event and action. The gods try to speak to us, we just need to listen.
  184. I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
  185.  
  186. Ideals:
  187. Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.
  188.  
  189. Bonds:
  190. Everything I do is for the common people.
  191.  
  192. Flaws:
  193. I judge others harshly, and myself even more severely.
  194.  
  195.  
  196. --- Spells ---
  197.  
  198. Spellcasting Ability: Wisdom
  199. Spell save DC: 17
  200. Spell attack bonus: +5
  201.  
  202. Cantrips:
  203. - Spare the Dying
  204. - Sacred Flame
  205. - Toll the Dead
  206. - Word of Radiance
  207. - Thaumaturgy
  208. - Resistance
  209. -
  210.  
  211. Spell level 1:
  212. - Bane
  213. - Cure Wounds
  214. - Inflict Wounds
  215. - Guiding Bolt
  216. -
  217. -
  218. -
  219. -
  220.  
  221. Spell level 2:
  222. - Gentle Repose
  223. - Spiritual Weapon
  224. - Blindness/Deafness
  225. -
  226. -
  227. -
  228. -
  229. -
  230.  
  231. Spell level 3:
  232. - Vampiric Touch
  233. - Animate Dead
  234. - Speak With Dead
  235. -
  236. -
  237. -
  238. -
  239. -
  240.  
  241. Spell level 4:
  242. - Blight
  243. - Banishment
  244. - Death Ward
  245. -
  246. -
  247. -
  248. -
  249. -
  250.  
  251. Spell level 5:
  252. - Raise Dead
  253. - Insect Plague
  254. -
  255. -
  256. -
  257. -
  258. -
  259. -
  260.  
  261. Spell level 6:
  262. -
  263. -
  264. -
  265. -
  266. -
  267.  
  268. Spell level 7:
  269. -
  270. -
  271. -
  272. -
  273.  
  274. Spell level 8:
  275. -
  276. -
  277. -
  278.  
  279. Spell level 9:
  280. -
  281. -
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