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flareth

WIP Howell Sheet

Sep 30th, 2019
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  1. Character Name: Howell Cambridge
  2. Player Name: Flareth
  3. Class/Level: Life Domain Cleric/1
  4. Race: Human
  5. Age: 30
  6. Height: 5'10”
  7. Weight: 180 lbs
  8. Alignment: True Neutral
  9. Background: Doctor (Diagnostics)
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores:                Modifier   Saving Throws
  15. Strength ........ 12 ... (+1) ........ [ ]
  16. Dexterity ....... 8 ... (-1) ........ [ ]
  17. Constitution .... 15 ... (+2) ........ [ ]
  18. Wisdom .......... 15 ... (+2) ........ [X]
  19. Intelligence .... 13 ... (+1) ........ [ ]
  20. Charisma ........ 10 ... (+0) ........ [X]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 10
  27. Initiative ...... -1 (Dex modifier)
  28.  
  29. Hit Points ...... 8
  30. Hit Dice ........ 1d6/(1d8)/1d10
  31. Hit Dice Total .. 1
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures:  [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 12
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier   Skill (Ability Mod)    Proficiency?
  43. [-1] ... Acrobatics (Dex) ........... [ ]
  44. [+0] ... Animal Handling (Cha) ...... [ ]
  45. [+1] ... Arcana (Int) ............... [ ]
  46. [+1] ... Athletics (Str) ............ [ ]
  47. [+0] ... Deception (Cha) ............ [ ]
  48. [+1] ... History (Int) .............. [ ]
  49. [+2] ... Insight (Wis) .............. [X]
  50. [+0] ... Intimidation (Cha) ......... [ ]
  51. [+1] ... Investigation (Int) ........ [X]
  52. [+2] ... Medicine (Wis) ............. [X]
  53. [+1] ... Nature (Int) ............... [ ]
  54. [+2] ... Perception (Wis) ........... [X]
  55. [+0] ... Performance (Cha) .......... [ ]
  56. [+0] ... Persuasion (Cha) ........... [X]
  57. [+1] ... Religion (Int) ............. [ ]
  58. [-1] ... Sleight of Hand (Dex) ...... [ ]
  59. [-1] ... Stealth (Dex) .............. [ ]
  60. [+1] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name:   Atk Bonus:  Damage/Type:
  66. [ ] Mace [ +3] [ ] 1d6 Bludgeoning
  67. [ ] Light Crossbow [+3 ] ......... [ ] 1d8 piercing
  68. [ ] ............ [ ] ......... [ ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 00gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. -Doctor's Tools, a Healer's kit, 2-man tent, bedroll, blanket, Book (About anatomy, disease, apothecary, or surgery), common clothes, five bars of soap, a belt pouch containing 5 gp. Leather Armor, 20 bolts. Shield, Holy Symbol of Fate's Bandit. Priest's Pack
  76.  
  77.  
  78.  
  79.  
  80. --- Features and Traits ---
  81. -Healer
  82.  
  83. You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
  84. When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  85. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
  86. Ability Scores: Choose any two unique +1
  87. Size: Medium
  88. Speed: 30 ft.
  89. Age. Humans reach adulthood in their late teens and live less than a century.
  90. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
  91. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  92. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
  93. Skills. You gain proficiency in one skill of your choice.
  94. Feat. You gain one feat of your choice.
  95.  
  96. Spellcasting
  97. 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.
  98.  
  99. Cantrips
  100. 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.
  101.  
  102. Preparing and Casting Spells
  103. 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.
  104.  
  105. 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.
  106.  
  107. 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.
  108.  
  109. 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.
  110.  
  111. Spellcasting Ability
  112. 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.
  113.  
  114. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  115. Spell attack modifier = your proficiency bonus + your Wisdom modifier
  116. Ritual Casting
  117. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  118.  
  119. Spellcasting Focus
  120. You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
  121.  
  122. Divine Domain
  123. Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
  124.  
  125. Domain Spells
  126. Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
  127.  
  128. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
  129.  
  130. Channel Divinity (1/rest)
  131. 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.
  132.  
  133. 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.
  134.  
  135. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
  136.  
  137. 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.
  138.  
  139. Turn Undead
  140. 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.
  141.  
  142. 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.
  143.  
  144. Divine Domain feature
  145. At 2nd level, you gain a feature from your Divine Domain.
  146.  
  147. Ability Score Improvement
  148. When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  149.  
  150. If your DM allows the use of feats, you may instead take a feat.
  151.  
  152. Destroy Undead (CR 1/2)
  153. 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.
  154.  
  155. Channel Divinity (2/rest)
  156. Beginning at 6th level, you can use your Channel Divinity twice between rests.
  157.  
  158. Divine Domain feature
  159. At 6th level, you gain a feature from your Divine Domain.
  160.  
  161. Ability Score Improvement
  162. When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  163.  
  164. If your DM allows the use of feats, you may instead take a feat.
  165.  
  166. Destroy Undead (CR 1)
  167. 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.
  168.  
  169. Divine Domain feature
  170. At 8th level, you gain a feature from your Divine Domain.
  171.  
  172. Divine Intervention
  173. Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
  174.  
  175. 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.
  176.  
  177. At 20th level, your call for intervention succeeds automatically, no roll required.
  178.  
  179. Destroy Undead (CR 2)
  180. Starting at 11th level, when an undead of CR 2 or lower or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
  181.  
  182. Ability Score Improvement
  183. When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  184.  
  185. If your DM allows the use of feats, you may instead take a feat.
  186.  
  187. Destroy Undead (CR 3)
  188. Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
  189.  
  190. Ability Score Improvement
  191. When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  192.  
  193. If your DM allows the use of feats, you may instead take a feat.
  194.  
  195. Destroy Undead (CR 4)
  196. Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
  197.  
  198. Divine Domain feature
  199. At 17th level, you gain a feature from your Divine Domain.
  200.  
  201. Channel Divinity (3/rest)
  202. Beginning at 18th level, you can use your Channel Divinity three times between rests.
  203.  
  204. Ability Score Improvement
  205. When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  206.  
  207. If your DM allows the use of feats, you may instead take a feat.
  208.  
  209. Divine Intervention Improvement
  210. At 20th level, your call for intervention succeeds automatically, no roll required.
  211.  
  212. --- Languages and Proficiencies ---
  213.  
  214. Languages: Common, Lumentian
  215.  
  216. Melee Weapon Proficiencies: Simple Weapons
  217. Ranged Weapon Proficiencies: Simple Weapons
  218. Armor Proficiencies: light armor, medium armor, shields
  219.  
  220. Tools: Healer's Kit
  221. Vehicles:
  222.  
  223.  
  224. --- Background-Related ---
  225.  
  226. Personality Traits:
  227. - I am cold and calculating in my every word and action, even when furious or frightened.
  228.  
  229. -
  230.  
  231. Ideals:
  232. -Survival. We are all in this together, for better or for worse.
  233.  
  234.  
  235. Bonds:
  236. -I started my training alone from texts I obtained by my own means.
  237.  
  238.  
  239. Flaws:
  240. -I feel contempt for many of my patients.
  241.  
  242.  
  243.  
  244. --- Spells ---
  245.  
  246. Spellcasting Ability:
  247. Spell save DC: 12
  248. Spell attack bonus:
  249.  
  250. Cantrips:
  251. -Thaumaturgy
  252.  
  253. -Spare the Dying
  254.  
  255. -Word of Radiance
  256.  
  257.  
  258. -
  259. -
  260. -
  261. -
  262.  
  263. Spell level 1:
  264. - Cure Wounds
  265. - Detect Poison and Disease
  266. -
  267. -
  268. -
  269. -
  270. -
  271. -
  272.  
  273. Spell level 2:
  274. -
  275. -
  276. -
  277. -
  278. -
  279. -
  280. -
  281. -
  282.  
  283. Spell level 3:
  284. -
  285. -
  286. -
  287. -
  288. -
  289. -
  290. -
  291. -
  292.  
  293. Spell level 4:
  294. -
  295. -
  296. -
  297. -
  298. -
  299. -
  300. -
  301. -
  302.  
  303. Spell level 5:
  304. -
  305. -
  306. -
  307. -
  308. -
  309. -
  310. -
  311. -
  312.  
  313. Spell level 6:
  314. -
  315. -
  316. -
  317. -
  318. -
  319.  
  320. Spell level 7:
  321. -
  322. -
  323. -
  324. -
  325.  
  326. Spell level 8:
  327. -
  328. -
  329. -
  330.  
  331. Spell level 9:
  332. -
  333. -
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