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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
+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.
-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.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
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)
● Bane
Inflict Wounds
● Guiding Bolt
Sanctuary
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.