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Cleric Life Domain 1 Hermit - Cloistered

CLASS & LEVEL BACKGROUND PLAYER NAME

Human 0
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
Life of Seclusion - I was partaking of communal living in accordance with
STRENGTH
18 +1 30
the dictates of a religious order.
Trait - The leader of my community had something wise to say on every topic, and I
am eager to share that wisdom.

-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 10


-1
Strength
DEXTERITY Greater Good. My gifts are meant to be

+1


+1

+2
Dexterity
Constitution
10 shared with all, not used for my own
benefit.
CURRENT HIT POINTS IDEALS
+2
Intelligence
12 ● +5
Wisdom
Nothing is more important than the other
● +1
Charisma members of my hermitage, order, or
CONSTITUTION SAVING THROWS association.
TEMPORARY HIT POINTS BONDS

+2

+1
Acrobatics (Dex) Total 1d8 SUCCESSES Now that I've returned to the world, I enjoy its delights
a little too much
14
+3
Animal Handling (Wis) 1 FAILURES

+2
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
-1
Athletics (Str)

+2

-1

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
--==Racial==--
***Race - Human***
Mace +1 1d6-1Blud *Ability Score - Wisdom +2

Insight (Wis)
*Size - Medium
14 ●
+5
*Skill - Perception(Wis)
*Feat - Healer

-1
Intimidation (Cha) S. Flame D13 1d8Radian *Languages - Common and Celestial

--==Background==--

Investigation (Int)
***Background - Hermit***
WISDOM +2
*Skills - Medicine(Wis) and Religion(Int)
*Tools - Herbalism Kit

Medicine (Wis)
● +5 *Language - Sylvan

+3
+2
Nature (Int) Sacred Flame - 60' 1 target
--==Class==--
***Class - Cleric***
*Hit Dice - 1d8
*Armor - Light, Medium and Shields

Perception (Wis)
● +5 *Weapons - Simple
15+2 takes 1d8 Radiant damage or *Saving Throws - Wisdom and Charisma
*Skills - Insight(Wis) and History(Int)

Performance (Cha)
-1 *Starting Wealth - 200GP(5d4x10)
makes a Dexterity save to *Prepared Spells(4)
*Ritual Casting - you may cast any Prepared Spell with the "Ritual" tag as a Ritual without

Persuasion (Cha)
-1 expending a Spell Slot, an additional 10 minutes are required to do so.

CHARISMA negate, no benefit for cover. --==Archetype==--


***Archetype - Life Domain***

+4
Religion (Int) *Deity - Ilmater

-1 +1
Sleight of Hand (Dex) Healer's Kit (10/10)
*Armor - Heavy
*Disciple of Life - whenever you cast a Healing spell of 1st level or higher, targets gain
additional Hit Points equal to 2 plus the spells level.

--==Special==--
+1
Stealth (Dex) ***Feats***
*Healer - Healer's Kits give 1 Hit Point to creatures you stabilize and as an Action you may
8 use a Healer's Kit to restore 1d6+4 Hit Points to a creature plus additional Hit Points equal
+3
Survival (Wis) to their maximum Hit Dice number; once a creature receives restoration by this method
they may not do so again until after a Short Rest.

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


Body - Chainmail (AC16
CP
no Dexterity Modifier,
Disadvantage vs. Stealth)
SP
LH - Shield (+2 AC, holy
symbol)
EP RH - Mace

Misc - Healer's Kit(10/10)


GP 71
PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Background Equipment - A scroll case stuffed full of notes from


your studies or prayers, a winter blanket, a set of common
clothes, and a herbalism kit
Cleric Starting Equipment - Chainmail(75GP), Shield(10GP),
Mace(5GP), Holy Symbol(painted on shield - 5GP), Priests Pack
(19GP) and 2xHealer's Kits(10GP)

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric
Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Spare the Dying
Sacred Flame
Light

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Bless (Domain)

● Cure Wounds (Domain)


4
● Healing Word

● Detect Magic (Ritual)


SPELLS KNOWN

● Bane

Inflict Wounds

● Guiding Bolt

Sanctuary

Detect Poison and Disease (Ritual)

Detect Evil and Good


8

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

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