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Cleric 1/Mystic 1

Clan Crafter

Tharbael Blackskull

CLASS & LEVEL

BACKGROUND

Duergar

Lawful Neutral

CHARACTER NAME

RACE

ALIGNMENT

Michael
PLAYER NAME

EXPERIENCE POINTS

INSPIRATION

STRENGTH

+4

17
+2

ARMOR
CLASS

PROFICIENCY BONUS

+1

25 feet

INITIATIVE

SPEED
PERSONALITY TRAITS

18
DEXTERITY

+0
12

+4

Strength

+1

Dexterity
Constitution

+4

+5

Intelligence

+6

Wisdom

+1

Charisma

CONSTITUTION

Hit Point Maximum 24

SAVING THROWS

+4
18
INTELLIGENCE

Acrobatics (Dex)

Animal Handling (Wis)

+5

Arcana (Int)

+6

Athletics (Str)

Deception (Cha)

History (Int)

17

Insight (Wis)

Intimidation (Cha)

WISDOM

Investigation (Int)

+4

Medicine (Wis)

Nature (Int)

+6

+1

+5

Total 2d8

SUCCESSES
FAILURES

NAME

DEATH SAVES

+3

WHammer +6

1d8+4

DARKVISION: You can see in dim light within


120 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
DUERGAR MAGIC: When you reach 3rd level,
you can cast the enlarge/reduce spell on
yourself once with this trait, using only the spell's
enlarge option. When you reach 5th level, you
can cast the invisibility spell on yourself once
with this trait. You don't need material
components for either spell, and you can't cast
them while you're in direct sunlight, although
sunlight has no effect on them once cast. You
regain the ability to cast these spells with this
trait when you finish a long rest. Intelligence is
your spellcasting ability for these spells.

Perception (Wis)

Religion (Int)
Stealth (Dex)
Survival (Wis)
SKILLS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)

Scale mail, shield,


warhammer,

CP

SP

WEAPON: Simple and martial


weapons

FLAWS

ATK BONUS DAMAGE/TYPE

Sleight of Hand (Dex)

13

BONDS

Persuasion (Cha)

TEMPORARY HIT POINTS

Performance (Cha)


CHARISMA

IDEALS

HIT DICE

+3

18

CURRENT HIT POINTS

EP

ARMOR: Light armor, medium


armor, heavy armor and shields

GP

TOOL: Smith's tools

PP

DUERGAR RESILIENCE: You have advantage


on saving throws against illusions and against
being charmed or paralyzed.
DWARVEN RESILIENCE: You have advantage
on saving throws against poison, and you have
resistance against poison damage.
STONECUNNING: Whenever you makle an
Intelligence (History) check related to the origin
of stonework, you are considered proficient in
the History skill and add double your proficiency
bonus to the check, instead of your normal
proficiency bonus.
SUNLIGHT SENSITIVITY: You have
disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight when you,
the target of your attack, or whatever you are
trying to pperceive is in direct sunlight.

25

LANGUAGES: Common, Dwarvish


and Undercommon
OTHER PROFICIENCIES & LANGUAGES

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ARCANE INITIATE: When you choose this domain at 1st level,


you gain proficiency in the Arcana skull, and you gain two
cantrips of your choice from the wizard spell list. For you, these
cantrips count as cleric cantrips.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELLCASTING
ABILITY

SPELLCASTING
CLASS

CANTRIPS

SPELL SAVE DC

Guidance

SPELL
LEVEL

SLOTS TOTAL

SLOTS EXPENDED

1
PR

ED

EPAR

7
SPELL NAME

SPELLS KNOWN

5
9

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELL ATTACK
BONUS

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