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Sulac

RwR - Cleric

Sep 29th, 2016
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  1. Name: Enna Ilphelgala
  2. Played by: Fujiwara no Mokou
  3. Race: Half-Elf
  4. Class: Cleric
  5. Alignment: Lawful Good
  6. Size: Medium
  7. Background: Acolyte
  8. Deity: a life god this is irrelevant (for now)
  9.  
  10. ABILITY SCORES SKILLS
  11. STR: 13 +1 Acrobatics (DEX) +0
  12. DEX: 10 +0 Animal Handling (WIS) +3
  13. CON: 14 +2 Arcana (INT) +1
  14. INT: 13 +1 Athletics (STR) +1
  15. WIS: 16 +3 Deception (CHA) +2
  16. CHA: 15 +2 History (INT) +3 (PROF)
  17. Insight (WIS) +5 (PROF)
  18. PROFICIENCY: +2 Intimidation (CHA) +2
  19. Investigation (INT) +1
  20. SAVING THROWS Medicine (WIS) +5 (PROF)
  21. STR: +1 Nature (INT) +1
  22. DEX: +0 Perception (WIS) +3
  23. CON: +2 Performance (CHA) +2
  24. INT: +1 Persuasion (CHA) +2
  25. WIS: +5 (PROF) Religion (INT) +3 (PROF)
  26. CHA: +4 (PROF) Sleight of Hand (DEX) +0
  27. Stealth (DEX) +0
  28. PASSIVE INSIGHT: 15 Survival (WIS) +3
  29. PASSIVE PERCEPTION: 13
  30.  
  31. LANGUAGES/PROFICIENCIES
  32. Elvish, Common, Halfling, Giant, Sylvan
  33. Light, Medium Armor, Heavy Armor, Shields
  34. Simple Weapons, Martial Weapons
  35.  
  36. MOVEMENT: 30
  37. HIT POINTS: 10/10
  38. ARMOR CLASS: 18
  39. HIT DICE: 0/1d8
  40. INSPIRATION: NO
  41.  
  42. WEAPONS - TO HIT - DAMAGE - RANGE - TYPE - SPECIAL
  43. Warhammer - +3 - 1d8+1 - 5 - Bludgeoning - Versatile
  44. Warhammer (2H) - +3 - 1d10+1 - 5 - Bludgeoning - Versatile
  45. Spear - +3 - 1d6+1 - 5 - Piercing - Versatile, Thrown (20/60)
  46. Spear (2H) - +3 - 1d8+1 - 5 - Piercing - Versatile, Thrown (20/60)
  47.  
  48. SPELLS
  49. CANTRIPS
  50. Sacred Flame
  51. - Casting Time: 1 action
  52. - Range: 60 ft
  53. - Components: Verbal, Somatic
  54. - Duration: Instant
  55. - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  56. Spare the Dying
  57. - Casting Time: 1 action
  58. - Range: Touch
  59. - Components: Verbal, Somatic
  60. - Duration: Instant
  61. - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
  62. Thaumaturgy
  63. - Casting Time: 1 action
  64. - Range: 30 ft
  65. - Components: Verbal
  66. - Duration: Up to 1 min.
  67. - You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  68. • Your voice booms up to three times as loud as normal for 1 minute.
  69. • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  70. • You cause harmless tremors in the ground for 1 minute.
  71. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  72. • You instantaneously cause an unlocked door or window to fly open or slam shut.
  73. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
  74.  
  75. 1ST LEVEL (2 SLOTS)
  76. SPELL
  77. Bane
  78. - Casting Time: 1 action
  79. - Range: 30 ft
  80. - Components: Verbal, Somatic, Material (a drop of blood)
  81. - Duration: Concentration - 1 min
  82. - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  83. Command
  84. - Casting Time: 1 action
  85. - Range: 60 ft
  86. - Components: Verbal
  87. - Duration: 1 round
  88. - You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  89. Divine Favor
  90. - Casting Time: 1 bonus action
  91. - Range: Self
  92. - Components: Verbal, Somatic
  93. - Duration: Concentration - 1 min
  94. - Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
  95. Shield of Faith
  96. - Casting Time: 1 bonus action
  97. - Range: 60 ft
  98. - Components: Verbal, Somatic, Material (holy text)
  99. - Duration: Concentration - 10 min
  100. - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
  101. Bless (domain)
  102. - Casting Time: 1 action
  103. - Range: 30 ft
  104. - Components: Verbal, Somatic, Material (a sprinkling of holy water)
  105. - Duration: Concentration - 1 min
  106. - You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  107. Cure Wounds (domain)
  108. - Casting Time: 1 action
  109. - Range: Touch
  110. - Components: Verbal, Somatic
  111. - Duration: Instant
  112. - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier(+3). This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  113.  
  114. Spell Save DC = 8 + Proficiency(+2) + Wisdom Mod(+3) = 13
  115. Spell Attack Modifier = Proficiency(+2) + Wisdom Mod(+3) = +5
  116.  
  117. FEATS
  118. Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  119. Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  120. Shelter of the Faithful - 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 components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
  121. Spellcasting - As a conduit for divine power, you can cast cleric spells. 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.
  122. Spellcasting Focus - You can use a holy symbol as a spellcasting focus for your cleric spells.
  123. Divine Domain - Life
  124. Disciple of Life - Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
  125.  
  126. INVENTORY
  127. CASH: 53 GP
  128. WEIGHT: 97lb / 195 lb
  129. Chain Mail - Heavy armor, 16 AC, requires 13 Strength, Stealth Disadvantage - 55 lb
  130. Shield - +2 to AC - 6 lb
  131. Warhammer - 1d8 bludgeoning damage, versatile (1d10) - 2 lb
  132. Spear - 1d6 piercing damage, Thrown (20/60), Versatile (1d8) - 3 lb
  133. Holy Symbol (Emblem, on shield) - A cleric or paladin can use a holy symbol as a spellcasting focus.
  134. Prayer Wheel - For praying.
  135. Backpack - Carries things, we're ignoring capacity. - 5 lb
  136. Blanket - Keeps you warm at night - 3 lb
  137. Candles (10) - For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  138. Tinderbox - Using it to light a torch or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. - 1 lb
  139. Alms Box - For donating money to the poor.
  140. Incense (2 blocks) - For religious rituals.
  141. Incense (5 sticks) - For religious rituals.
  142. Censer - Burns incense.
  143. Rations (6 days) - Consists of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. - 2 lb ea. (12 lb total)
  144. Waterskin - Carries 4 pints of liquid - 5 lb (full)
  145. Vestments - Clergy clothing.
  146. Common Clothes - 3 lb
  147. Holy Water (2 flasks) - As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. - 1 lb ea. (2 lb total)
  148. Antitoxin - A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
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