Endira Greystone -- Cleric -- Human

Name: Endira Greystone
Race/Ancestry/Heritage: Human
Class & Level: Cleric 1
Background: Acolyte
Alignment: Neutral Good
Experience: 0 xp


ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)

Strength 13
+1 ... Strength Ability Checks
+1 ... Strength Saving Throws
+1 ... Athletics Skill
195 lbs. ... Maximum Carrying Capacity
390 lbs. ... Max. Push or Drag (Speed -5 ft.)
390 lbs. ... Maximum Lift

Dexterity 14
+2 ... Dexterity Ability Checks
+2 ... Dexterity Saving Throws
+2 ... Acrobatics Skill
+2 ... Sleight of Hand Skill
+2 ... Stealth Skill (Disadv.)

Constitution 18
+4 ... Constitution Ability Checks
+4 ... Constitution Saving Throws

Intelligence 17
+3 ... Intelligence Ability Checks
+3 ... Intelligence Saving Throws
+3 ... Arcana Skill
+3 ... History Skill
+3 ... Investigation Skill
+3 ... Nature Skill
+5 ... Religion Skill *

Wisdom 16
+3 ... Wisdom Ability Checks
+5 ... Wisdom Saving Throws *
+3 ... Animal Handling Skill
+5 ... Insight Skill *
+5 ... Medicine Skill *
+3 ... Perception Skill
+3 ... Survival Skill

Charisma 15
+2 ... Charisma Ability Checks
+4 ... Charisma Saving Throws *
+2 ... Deception Skill
+2 ... Intimidation Skill
+2 ... Performance Skill
+4 ... Persuasion Skill *

COMBAT [PHB p. 189]

13 ... Passive Perception
+2 ... Initiative Modifier

Armor Class 18 ... Armor worn: scale mail, shield

30 ft. Speed ... Base distance per move

12 hit points ... 1d8 Hit Dice


Mace. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1 bludgeoning damage.


FEATURES, TRAITS, SPECIAL ABILITIES

Acolyte Background [PHB p. 127]

• Feature: Shelter of the Faithful.

• Tech: Medieval / Steel Age.

• Traits: Practices ritual scarification. Gracious nature.

• Ideal: Seeking the chosen one.

• Bond: Renown foe of faith's enemies.

• Flaw: Gives in to temptations.


Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, shields
• Weapons: simple weapons
• Tools: none
• Saving Throws: Wisdom, Charisma
• Skills: Insight, Medicine, Persuasion, Religion
• Languages: Common, Elvish, Orc, Celestial


Human Traits [PHB p. 29]

• Creature Type: Humanoid

• Age: 35 years old

• Medium Size (5' 4", 134 lbs.)


Cleric Class Features
[PHB p. 57, XGtE p. 19]

• Ritual Casting

• Circle of Mortality (max. h.p. recover to those at 0 h.p., spare the dying as bonus action)

• Eyes of the Grave (60-foot detect undead)

No special notes.
Spellcasting [PHB p. 201]

Spell Attack Modifier +5
Spell Save DC 13

Cantrips Known: Guidance, Light, Spare the Dying, Thaumaturgy

Prepared Spells
1st Level (2 slots): Bane*, False Life*, Bless, Cure Wounds, Detect Magic, Inflict Wounds


EQUIPMENT & TREASURE

Carried Gear [PHB, p. 143]: scale mail (AC 14), shield (AC +2), mace, set of common clothes, holy symbol: amulet, prayer book, 5 sticks of incense, vestments. (This load is about 110 lbs.; add 1 lb. per 50 coins carried.)

Coins & Gems: 16 gold pieces (gp); 66 silver pieces (sp); 18 copper pieces (cp); 4 gems (worth 10 gp each)


MAGIC 

Cantrips 

Guidance
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Show Attribute List
Attributes
Guidance
cantrip divination
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V S
Duration: Up to 1 minute
Classes: Cleric, Druid
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Light
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an Action.
If you target an object held or worn by a Hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Show Attribute List
Attributes
Light
cantrip evocation
Casting Time: 1 action
Range: Touch
Target: One object that is no larger than 10 feet in any dimension
Components: V M (A firefly or phosphorescent moss)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Wizard
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Spare the Dying
You touch a living creature that has 0 Hit Points. The creature becomes stable. This spell has no Effect on Undead or Constructs.
Show Attribute List
Attributes
Spare The Dying
cantrip necromancy
Casting Time: 1 action
Range: Touch
Target: A living creature that has 0 hit points
Components: V S
Duration: Instantaneous
Classes: Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Thaumaturgy
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical Effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• 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.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• 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.
Show Attribute List
Attributes
Thaumaturgy
cantrip transmutation
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V
Duration: Up to 1 minute
Classes: Cleric
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
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.
You instantaneously cause an unlocked door or window to fly open or slam shut.
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.

Prepared Spells

*Bane
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.
At Higher Levels: 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.
Show Attribute List
Attributes
Bane
1 enchantment
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures of your choice that you can see within range
Components: V S M (A drop of blood)
Duration: Up to 1 minute
Classes: Bard, Cleric
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.
At Higher Levels: 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.

*False Life
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary Hit Points for the Duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you gain 5 additional temporary Hit Points for each slot level above 1st.
Show Attribute List
Attributes
False Life
1 necromancy
Casting Time: 1 action
Range: Self
Target: Self
Components: V S M (A small amount of alcohol or distilled spirits)
Duration: 1 hour
Classes: Sorcerer, Wizard
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.

Bless
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.
At Higher Levels: 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.
Show Attribute List
Attributes
Bless
1 enchantment
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures of your choice within range
Components: V S M (A sprinkling of holy water)
Duration: Up to 1 minute
Classes: Cleric, Paladin
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.
At Higher Levels: 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.

Cure Wounds
A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting ability modifier. This spell has no Effect on Undead or Constructs.
At Higher Levels: 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.
Show Attribute List
Attributes
Cure Wounds
1 evocation
Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S
Duration: Instantaneous
Classes: Bard, Cleric, Druid, Paladin, Ranger
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: 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.

Detect Magic
For the Duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your Action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its School of Magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Show Attribute List
Attributes
Detect Magic
1 divination 
Casting Time: 1 action
Range: Self
Target: Self
Components: V S
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Inflict Wounds
Make a melee spell Attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d10 for each slot level above 1st.
Show Attribute List
Attributes
Inflict Wounds
1 necromancy
Casting Time: 1 action
Range: Touch
Target: A creature you can reach
Components: V S
Duration: Instantaneous
Classes: Cleric
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


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