Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Alan Crane the Blessed
- Male Human Acolyte Cleric 1
- Neutral Good
- Representing Tom
- Strength 12 (+1)
- Dexterity 9 (-1)
- Constitution 16 (+3)
- Intelligence 11 (+0)
- Wisdom 18 (+4)
- Charisma 11 (+0)
- Size: Medium
- Height: 5' 8"
- Weight: 220 lb
- Skin: Pale
- Eyes: Blue
- Hair: Red Curly; Beardless
- Maximum Hit Points: 11
- Speed: 30 feet
- Inspiration:
- Armor Class: 10 = 10 + 1 [padded] -1 [dexterity]
- Proficiency bonus: +2
- Initiative modifier: -1 = -1 [dexterity]
- Attack (handheld / thrown): + 3 = + 2 [proficiency] + 1 [strength]
- Attack (missile / finesse): + 1 = + 2 [proficiency] -1 [dexterity]
- Strength save: + 1 = + 1 [strength]
- Dexterity save: -1 = 1 [strength]
- Constitution save: + 3 = + 3 [constitution]
- Intelligence save: + 0
- Wisdom save: + 6 = + 2 [proficiency] + 4 [wisdom]
- Charisma save: + 2 = + 2 [proficiency]
- Insight (passive): 16 (21 with advantage)
- Perception (passive): 14 (19 with advantage)
- Carry: 180 lb maximum
- For groups using the optional encumberance rules:
- If carrying more than 60 lb, encumbered -- -10 on speed
- If carrying more than 120 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
- Languages: Celestial Common Elvish Kobald
- Unarmed strike [+3 to hit; 1+1 bludgeoning]
- Quarterstaff [+3 to hit; 1d6+1 bludgeoning, 4 lb, versatile (1d8)]
- Padded armor [light; + 1 AC; stealth disadvantage; 8 lb.]
- Feats:
- Skill Name
- Key
- Ability
- Skill
- Modifier
- Ability
- Modifier
- Trained?
- Misc.
- Modifier
- Acrobatics Dex -1 =
- -1
- Animal Handling Wis 4 =
- +4
- Arcana Int 0 =
- +0
- Athletics Str 1 =
- +1
- Deception Cha 0 =
- +0
- History Int 0 =
- +0
- Insight Wis 6 =
- +4
- + 2
- Intimidation Cha 0 =
- +0
- Investigation Int 0 =
- +0
- Medicine Wis 6 =
- +4
- + 2
- Nature Int 0 =
- +0
- Perception Wis 4 =
- +4
- Performance Cha 0 =
- +0
- Persuasion Cha 2 =
- +0
- + 2
- Religion Int 2 =
- +0
- + 2
- Sleight of Hand Dex -1 =
- -1
- Stealth Dex -1 =
- -1
- Survival Wis 4 =
- +4
- At cleric level 1, you know 3 cleric cantrips in addition to Light.
- Mark your Cleric Cantrip(s) here:
- Guidance
- Light [domain spell]
- Mending
- Resistance
- Sacred Flame
- Spare the Dying
- Thaumaturgy
- Your level and wisdom allow you to prepare 5 Cleric spells daily.
- These are in addition to your domain spells.
- Mark your prepared First Level cleric spells here:
- Bane
- Bless
- Burning Hands [domain spell]
- Command
- Create or Destroy Water
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Faerie Fire [domain spell]
- Guiding Bolt
- Healing Word
- Inflict Wounds
- Protection from Evil and Good
- Purify Food and Drink
- Sanctuary
- Shield of Faith
- Human
- Humans get +1 on each of the six ability scores (already included).
- Humans learn one extra language.
- Acolyte
- You can perform the ceremonies of your faith.
- You can expect hospitality from the faithful.
- Proficient in insight and religion.
- Two languages of your choice (already included).
- Cleric
- Proficient in using a healer kit.
- Ritual caster.
- Three cantrips
- The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
- Level 2: Channel Divinity (1 use between short rests)
- Channel Divinity -- Turn Undead
- Level 4: Four cantrips
- Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
- Level 6: Channel Divinity (2 uses between short rests)
- Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed
- Level 10: Five cantrips
- Level 10: Divine Intervention once a week -- percent chance.
- Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed
- Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed
- Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed
- Level 18: Channel Divinity (3 uses between short rests)
- Level 20: Divine Intervention once a week -- succeeds automatically.
- Light Cleric (domain)
- Domain spells.
- Add light cantrip.
- When a creature you can see attacks you, you can cause light to flare giving your opponent a disadvantage.
- Level 2: Channel Divinity -- Radiance of the Dawn. Dispels darkness and does 2d10 light damage to enemies (save vs constitution for half damage).
- Level 6: Channel Divinity -- Improved flare. Works against those who attack allies.
- Level 8: Add wisdom modifier to cantrip damage.
- Level 17: Corona of Light -- sunlight gives enemies disadvantage on saves against fire and radiance.
- Class HP rolled
- Level 1: Cleric 8
- Death Saving Throws:
- Successes
- Failures
- Alan Crane's Equipment:
- 12 lb
- 5 lb
- 1 lb
- 20 lb
- 10 lb
- 1 lb
- 5 lb
- 1 lb
- 1 lb
- 2 lb
- _____
- 58 lb Weapons / Armor / Shield (from above)
- Backpack
- Mess kit
- Rations (1 day) x10
- Rope (50', hempen) x1
- Tinderbox
- Waterskins x1
- Healer kit (proficient)
- Holy symbol (silver)
- Spell component pouch
- Total
- More about Alan Crane:
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement