Uploaded by m.jcraig

Richard (1)

advertisement
Level 1 Githzerai Cleric, Trickery Domain
CHARACTER LEVEL, RACE, & CLASS
Richard
Acolyte
BACKGROUND
CHARACTER NAME
0
EXPERIENCE
Chaotic Neutral Tymora
ALIGNMENT
DEITY
Matthew Craig
PLAYER NAME
STEALTH DISADVANTAGE
ARMOR
15
Chain Shirt
STRENGTH
+2
PROFICIENCY BONUS
8
N
CIE C
PROFI
AC
-1 Strength
Y
-1
SHIELD
+2 Dexterity
+2 Intelligence
15
✘
+5 Wisdom
✘
+2 Charisma
Blessing of the Trickster (Action). You can touch a
willing creature other than yourself to give it
advantage on Stealth checks. This blessing lasts for
1 hour or until you use this feature again.
ARMOR CLASS
+1 Constitution
DEXTERITY
Spellcasting. You can cast cleric spells as rituals. You
can prepare 4 spells from the cleric spell list. You
can use a holy symbol as your spellcasting focus.
MAXIMUM
HIT DICE
9
TEMPORARY
1d8
CONDITIONAL
+2
CURRENT HIT POINTS
CONSTITUTION
12
DEATH SAVING THROWS
SAVING THROWS
SPEED
RT
PROFI
Y
N
CIE C
EXPE
+3 Animal Handling (Wis)
+1
FLY
30ft.
+2 Acrobatics (Dex)
VISION
CLIMB
0ft.
SWIM
0ft.
0ft.
INSPIRATION
EXHAUSTION
+2 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE
14
+0 Deception (Cha)
+2 History (Int)
✘
+5 Insight (Wis)
+0 Intimidation (Cha)
+2
SPEED, SENSES, & CONDITIONS
+2 Investigation (Int)
✘
WISDOM
Mental Discipline. You have advantage on saving
throws against the charmed and frightened
conditions.
+5 Medicine (Wis)
+2 Nature (Int)
16
+3 Perception (Wis)
+0 Performance (Cha)
+3
✘
+2 Persuasion (Cha)
✘
+4 Religion (Int)
Githzerai Psionics. You know the mage hand
cantrip, and the hand is invisible when you cast
the cantrip with this trait. Wisdom is your
spellcasting ability for this spell and you don't
require components.
+2 Sleight of Hand (Dex)
CHARISMA
+2 Stealth (Dex)
10
+3 Survival (Wis)
SKILLS
+0
13
PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE
+2
1 Attack / Attack Action
NAME
Sickle
RANGE
RACIAL TRAITS
ATTACK
DAMAGE / TYPE
5 ft
+1 vs AC
1d4-1 slashing
80/320
+4 vs AC
1d8+2 piercing
Light
Crossbow, Light
FEATURES & TRAITS
Ammunition, Loading, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shield
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. –
Languages. Common, Gith, Halfling, Elvish
ATTACKS & SPELLCASTING
This character sheet was generated by the Aurora Builder.
PROFICIENCIES & LANGUAGES
Richard
CHARACTER NAME
Male
25
6'3"
185 lb.
GENDER
AGE
HEIGHT
WEIGHT
Brown
Tan
Bald
EYES
SKIN
HAIR
NAME
The Lady's Hall
SYMBOL
CHARACTER PORTRAIT
ALLIES & ORGANIZATIONS
From a young age, Richard felt a deep connection to the teachings and faith of Tymora, the Lady of Luck. He eagerly
joined the clergy at The Lady's Hall in Baldur's Gate, immersing himself in the rituals and wisdom of the goddess. Over
the years, Richard diligently honed his skills and knowledge under the guidance of the priests, growing ever closer to
Tymora's divine presence.
Prankster
Playful
PERSONALITY TRAITS
Spread the word and fortune of Tymora (while also
having some fun)
IDEAL
Tymora brings great fortune to all who deserve it
and it is important to live by her teachings.
BOND
As the Sword Coast faced a rise in piracy and raiders, Richard and the clergy recognized the need to bring Tymora's
blessings and fortune to the troubled lands. They decided to embark on a journey to Neverwinter, a city in desperate
need of divine intervention. Richard, accompanied by a small band of clergymen and women, made their way to the
city, with a plan to disperse and spread The Lady's grace throughout the region.
Upon arriving in Neverwinter, Richard found himself drawn to a flier seeking members to join a crew bound for
Gundarlun, tasked with investigating a disturbance in the area. As he made his way to explore the opportunity, fate
intervened when he crossed paths with Isaleigh Brightberry, a female halfling bard adorned with a necklace bearing the
symbol of Brandorbaris. Recognizing the connection between the two deities, Richard struck up a conversation with
Isaleigh, learning of her recent separation from her previous crew and her desire to join The Voyage. Accompanied by
her one-eyed rat companion, Scurvy, Isaleigh eagerly decided to accompany Richard to The Voyage.
Arriving at The Voyage, Richard and Isaleigh were introduced to Captain Arveen Greysail, a skilled and adventurous
female human swashbuckler. The captain informed them of a disturbance outside of Gundarlun, which their crew had
been assigned to investigate. Assured of payment for their participation, Richard, driven by his faith and the church's
mission, decided to join the crew. Isaleigh, too, eagerly joined, making sure that Scurvy, her loyal rat companion, could
accompany them despite not receiving a share of the payment.
Gambler
FLAW
BACKGROUND STORY
Shelter of the Faithful
As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.
BACKGROUND FEATURE
Coin with symbols of your god on it
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR
#
lb
Explorer’s Pack
Amulet
[Sickle]
Crossbow, Light
Crossbow Bolt
[Chain Shirt]
1
10
1
1
1
2
1
5
20
1
1
20
MAGIC ITEMS
#
ATTUNED MAGIC ITEMS
0
/
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS
lb
3
#
lb
COPPER
SILVER
ELECTRUM
GOLD
PLATINUM
0
0
0
15
0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED
39.3 lb
/
CARRY CAPACITY
PUSH, DRAG, LIFT
120 lb
240 lb
INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT
INVENTORY — ITEM DESCRIPTIONS & NOTES
ADDITIONAL TREASURE
#1
STORED ITEM
#2
#
lb.
STORED ITEM
#
lb.
STORED ITEMS
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
QUEST ITEMS & TRINKETS
Wisdom
+5
13
4
SPELLCASTING ABILITY
SPELL ATTACK BONUS
SAVING THROW DC
SPELLS TO PREPARE
Cleric, Trickery Domain
Mending
CANTRIPS
Resistance
Spare the Dying
1ST LEVEL
2 SPELL SLOTS
● Cure Wounds
● Protection from Evil and Good
●
Charm Person (Always Prepared)
●
Command
●
Disguise Self (Always Prepared)
●
Healing Word
Bane
Bless
Ceremony
Create or Destroy Water
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Inflict Wounds
Purify Food and Drink
Sanctuary
Shield of Faith
SPELLCASTING ABILITY
Other Spells
CANTRIPS
Mage Hand (Githzerai)
SPELL ATTACK BONUS
SAVING THROW DC
SPELLS TO PREPARE
Mage Hand
Mending
Conjuration Cantrip
CASTING TIME
1 action
RANGE
30 feet
DURATION
COMPONENTS
Resistance
Transmutation Cantrip
CASTING TIME
RANGE
DURATION
1 minute
COMPONENTS
V, S
Abjuration Cantrip
CASTING TIME
1 minute
RANGE
Touch
DURATION
Instantaneous
COMPONENTS
V, S, M (two lodestones)
1 action
Touch
Concentration, up to 1 minute
V, S, M (a miniature cloak)
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action.
The hand vanishes if it is ever more than 30 feet away from you or if
you cast this spell again.
You can use your action to control the hand. You can use the hand
to manipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.
This spell repairs a single break or tear in an object you touch, such as
broken chain link, two halves of a broken key, a torn cloak, or a
leaking wineskin. As long as the break or tear is no larger than 1 foot
in any dimension, you mend it, leaving no trace of the former
damage. This spell can physically repair a magic item or construct,
but the spell can’t restore magic to such an object.
You touch one willing creature. Once before the spell ends, the target
can roll a d4 and add the number rolled to one saving throw of its
choice. It can roll the die before or after the saving throw. The spell
then ends.
Githzerai Psionics (Githzerai)
Spellcasting (Cleric)
Spellcasting (Cleric)
CASTING TIME
RANGE
DURATION
COMPONENTS
Player’s Handbook
Player’s Handbook
Player’s Handbook
Spare the Dying
Charm Person
Command
Necromancy Cantrip
1st-level enchantment
1st-level enchantment
1 action
Touch
Instantaneous
CASTING TIME
1 action
CASTING TIME
1 action
RANGE
30 feet
RANGE
60 feet
DURATION
1 hour
DURATION
1 round
COMPONENTS
V, S
COMPONENTS
V, S
V
You touch a living creature that has 0 hit points. The creature
becomes stable. This spell has no effect on undead or constructs.
You attempt to charm a humanoid you can see within range. It must
make a Wisdom saving throw, and does so with advantage if you or
your companions are fighting it. If it fails the saving throw, it is
charmed by you until the spell ends or until you or your companions
do anything harmful to it. The charmed creature regards you as a
friendly acquaintance. When the spell ends, the creature knows it
was charmed by you.
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. The creatures must be within 30 feet of each other
when you target them.
You speak a one-word command to a creature you can see within
range. The target must succeed on a Wisdom saving throw or follow
the command on its next turn. The spell has no effect if the target is
undead, if it doesn’t understand your language, or if your command
is directly harmful to it. Some typical commands and their effects
follow. You might issue a command other than one described here. If
you do so, the DM determines how the target behaves. If the target
can’t follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Spellcasting (Cleric)
Trickery Domain (Cleric)
Prepared (Cleric)
CASTING TIME
RANGE
DURATION
COMPONENTS
Player’s Handbook
Player’s Handbook
Cure Wounds
Disguise Self
1st-level evocation
1st-level illusion
CASTING TIME
1 action
RANGE
Touch
DURATION
Instantaneous
COMPONENTS
V, S
Player’s Handbook
Healing Word
1st-level evocation
CASTING TIME
1 action
RANGE
Self
DURATION
1 hour
COMPONENTS
V, S
1 bonus action
60 feet
Instantaneous
V
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.
You make yourself—including your clothing, armor, weapons, and
other belongings on your person—look different until the spell ends
or until you use your action to dismiss it. You can seem 1 foot shorter
or taller and can appear thin, fat, or in between. You can’t change
your body type, so you must adopt a form that has the same basic
arrangement of limbs. Otherwise, the extent of the illusion is up to
you.
The changes wrought by this spell fail to hold up to physical
inspection. For example, if you use this spell to add a hat to your
outfit, objects pass through the hat, and anyone who touches it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of someone who
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.
A creature of your choice that you can see within range regains hit
points equal to 1d4 + 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 1d4 for each slot level above
1st.
Prepared (Cleric)
Trickery Domain (Cleric)
Prepared (Cleric)
Player’s Handbook
Player’s Handbook
Player’s Handbook
Protection from Evil and Good
1st-level abjuration
CASTING TIME
RANGE
DURATION
COMPONENTS
1 action
Touch
Concentration, up to 10 minutes
V, S, M (holy water or powdered silver and iron, which the spell
consumes)
Until the spell ends, one willing creature you touch is protected
against certain types of creatures: aberrations, celestials, elementals,
fey, fiends, and undead. The protection grants several benefits.
Creatures of those types have disadvantage on attack rolls against
the target. The target also can’t be charmed, frightened, or possessed
by them. If the target is already charmed, frightened, or possessed by
such a creature, the target has advantage on any new saving throw
against the relevant effect.
Prepared (Cleric)
Player’s Handbook
Explorer’s Pack
Amulet
Equipment Packs
Holy Symbol (Coin)
Spellcasting Focus
Treasure
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.
A holy symbol is a representation of a god or pantheon. It
might be an amulet depicting a symbol representing a
deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.
In Ravnica, citizens refer to their money as zibs and zinos,
with 100 zibs to 1 zino. There is no central mint, as coins
are created by the Azorius, the Boros. and the Orzhov.
10 lbs.
1 lb.
0 lb.
Player’s Handbook
Player’s Handbook
Sickle
Crossbow, Light
Weapons
Weapons
Guildmasters’ Guide to Ravnica
Crossbow Bolt
Ammunition
Crossbow bolts are used with a crossbow to make a ranged
attack.
2 lb.
Player’s Handbook
Chain Shirt
Armor
Made of interlocking metal rings, a chain shirt is worn
between layers of clothing or leather. This armor offers
modest protection to the wearer’s upper body and allows
the sound of the rings rubbing against one another to be
muffled by outer layers.
20 lb.
Player’s Handbook
5 lb.
Player’s Handbook
1/20 lb.
Player’s Handbook
Download