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7er#n %he8ri
CHARACTER

1/2/3
LEVELS

El9
RACE

+leric:%un 3arpriest
CLASS (THEME)

4edium ;<)=
S
!E

1>)
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"HT

2?
A"E
Also add 1/2 your level to d20 rolls

4
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N' @el#r
AL
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2#
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*1/2
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+#mm#n, Elven, '#blin


LA%"*A"ES

HE

"HT

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NOTE: Numbers separated by slashes indicate character levels. x/y/z are levels 1/2/3, hile x/y are 1/2 !" level b#nus$.
Ability Score Mod

%T&EN'T( +ON%T,T-T,ON /E0TE&,T1 ,NTE22,'EN+E 3,%/O4 +(6&,%46

1) 1. 13 1) 15 1.

*) *2 *1 *) *. *2

(@ 2;/31/3; Bl##died 13/1?/15 %urDe Ealue ;/>/F


1 2 3 . ? ; > 5 F

1#u and allies in ? Det *2 t# death saves. 1#u deal *1 damaDe t# creatures vulnerable t# radiant.

6ttacC @# ers
Melee Basic Attack (MBA) (2vl 1$ !4ace$ %tandard 6cti#n J TarDet: One creature. 4elee 3eap#n. *3 vs 6+. Hit: 1d5*) damaDe. Melee Basic Attack (MBA) (2vl 2*$ !4ace$ %tandard 6cti#n J TarDet: One creature. 4elee 3eap#n. *5 vs 6+. Hit: 1d5*2 damaDe. Blessing of Battle %tandard 6cti#n !/ivine, 3eap#n$ J TarDet: One creature. 4elee 3eap#n. *>/5 vs 6+. Hit: 1d5*. damaDe. Effect: 1#u #r an ally in ? Det resistance t# all damaDe eAual t# y#ur +#n m#di9ier !2$ until the end #9 y#ur next turn. Sacred Flame %tandard 6cti#n !/ivine, ,mplement, &adiant$ J TarDet: One creature. &anDed ?. *?/; vs &e9. (it: 1d;*. radiant, and #ne ally y#u can see can ch##se t# either Dain temp#rary (@ K t# y#ur +(6 m#di9ier !2$ #r maCe a savinD thr# . Divine Glow %tandard 6cti#n !/ivine, ,mplement, &adiant$ J TarDet: Each enemy. +l#se blast 3. *?/; vs &e9. Hit: 1d5*. radiant damaDe. Effect: 6llies in blast Det a *2 p# er b#nus t# attacC until the end #9 y#ur next turn. L3 Resurgent Sun %tandard 6cti#n !/ivine, (ealinD, &adiant, 3eap#n$ J TarDet: One creature. 4elee eap#n. *>/5 vs 6+. Hit: 2d5*. radiant damaDe. Effect: 1#u #r an ally in ? can spend a healinD surDe and reDain 2 extra (@. Effect: Each ally in 2 can shi9t 2 sAuares. 6ny h# end adHacent t# the tarDet can maCe an 4B6 aDainst it. Nim us of !ol" S#ielding %tandard !/ivine, &adiant, 3eap#n$ J TarDet: Each enemy. +l#se burst 1. *>/5 vs 3ill. Hit: 1d5*. radiant damaDe. Effect: Each ally in 2 Dains a *2 p# er b#nus t# all de9enses until the end #9 the enc#unter.

6+ 15/1F IO&T,T-/E 1./1? &EI2E0 1./1? 3,22 1?/1; %Cills !Class, Trained$
:2 ? :3 2 F . :1 F ) ; 2 . . ? :2 2 :2
Add 1/2 your level to all s+ill rolls

G6cr#batics !/ex$ Arcana !,nt$ G6thletics !%tr$ Blu99 !+ha$ Diplomacy !+ha$ /unDe#neerinD !3is$ GEndurance !+#n$ Heal !3is$ History !,nt$ Insight !3is$ ,ntimidate !+ha$ Nature !3is$& @ercepti#n !3is$& Religion !,nt$ G%tealth !/ex$ %treet ise !+ha$ GThievery !/ex$

-tility @# ers
Sun$s Glow 4in#r 6cti#n !/ivine$ J +h##se an adHacent #bHect #r un#ccupied sAuare. E99ect: TarDet sheds briDht liDht t# a radius #9 . sAuares. 2asts 9#r 1 h#ur, until y#u use this p# er aDain, #r until y#u end it as a 9ree acti#n. L2 !ealer$s Gift %tandard 6cti#n !(ealinD$ J TarDet adHacent dyinD creature can spend a healinD surDe. !ealing %ord 4in#r 6cti#n !#nce per r#und$ !(ealinD$ J 1#u #r #ne ally in ? can spend a healinD surDe and reDain 1d; extra (@L 2d; at level ;. 1#u #r #ne ally in the burst can Dain 2 (@. &lven Accurac" Iree 6cti#n J &er#ll an attacC r#ll, CeepinD the sec#nd result.

G %ubHect t# :3 arm#r penalty

EAuipment
>;.? lbs !1)) max$ BacCpacC !2 lbs$ ?)< %ilC r#pe !? lbs$ 2yre !2 lbs$ 3 days trail rati#ns !3 lbs$ 3 Belt p#uches !1.? lbs$ 2 %unr#ds !2 lbs$ 3atersCin !. lbs$ (eavy %hield !1? lbs$ +hain arm#r !.) lbs$ 4ace !; lbs$ (#ly %ymb#l !1 lb$

+hannel /ivinity
NOTE: 1#u can #nly use one +hannel /ivinity p# er each enc#unter, s# ch##se care9ully: !ealer$s Merc" %tandard 6cti#n !+hannel /ivinity, /ivine, (ealinD$: Each bl##died ally in ? can spend a healinD surDe. 1#u are eaCened until the end #9 y#ur next turn. Smite 'ndead %tandard 6cti#n !+hannel /ivinity, /ivine, &adiant, 3eap#n$: TarDet: One undead creature. 4elee eap#n. *1)/11 vs 6+. Hit: 2d5*. radiant damaDe and y#u push it 3*+#nK? sAuares. Miss: 1/2 damaDe.

4aDic ,tems and Other Treasure


. D#ld ? silver

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'ame Terms
Actions J Each turn y#u Det three acti#ns, #ne each %tandard, 4#ve, and 4in#r. Each p# er tells y#u hich is needed t# activate it. Standard: 4#st attacCs, and any #ther acti#n that taCes up m#st #9 y#ur turn. Move: 4#ve y#ur speed, shi9t #ne sAuare, #r #ther m#vement:based p# ers. Minor: /ra #r st# a eap#n, Det s#methinD #ut #9 a p#cCet, drinC a p#ti#n, etc. 1#u can ch##se t# d# nDrade any #9 y#ur acti#ns !turninD y#ur m#ve int# a min#r, 9#r instance$, but can never upDrade them. Opportunity Attacks/Actions J O6s are Denerally pr#v#Ced by t # thinDs: m#vinD out of a sAuare adHacent t# an enemy, #r maCinD a ranDed #r area attacC hile adHacent t# an enemy. 1#u can av#id pr#v#CinD an O6 by care9ully and sl# ly m#vinD a ay 9r#m y#ur #pp#nent. This is called a =%hi9t=, and lets y#u m#ve 1 sAuare, but n#t thr#uDh di99icult terrain. The di99erence bet een attack and action in this case, is that an #pp#rtunity attacC is simply a 4elee Basic 6ttacC !checC y#ur p# ers$ ith hatever eap#n y#u are currently ieldinD, hile o((ortunit" actions are p# ers. Immediate Actions J %imilar t# O6s, ,mmediates triDDer in resp#nse t# #ther characters< acti#ns. There are t # types. Immediate Interrupts, as their name implies, interrupt the triDDerinD acti#n. Immediate eactions, #n the #ther hand, d#n<t res#lve until the triDDerinD acti#n is c#mplete. Com!at Ad"antage J 3hen y#u 9ace attacCers #n b#th sides it is much harder t# de9end 9r#m b#th #9 them. This is called flanking and causes y#u t# Drant com at advantage) DivinD the 9lanCers a *2 attacC b#nus. Charge J 3ith a sinDle standard acti#n y#u can m#ve up t# y#ur speed then maCe an 4B6, DaininD a *1 b#nus t# the attacC r#ll. The dra bacCs are that 9#r the next turn y#u Drant c#mbat advantaDe t# every enemy except the tarDet #9 y#ur charDe, and a9ter charDinD y#ur turn immediately ends. eadied Actions J &eadyinD an acti#n reAuires a standard acti#n, reDardless #9 the Cind #9 acti#n y#u prepare. T# ready an acti#n y#u simply speci9y a triDDer and y#ur resp#nse. I#r instance, =,9 an enemy steps thr#uDh that d##r, ,<ll attacC it ith Tide #9 ,r#n.= #econd $ind J Once per enc#unter, y#u can use a standard acti#n t# spend a healinD surDe !reDaininD a surDe #rth #9 (@$ and Dain a *2 p# er b#nus t# y#ur de9enses until the start #9 y#ur next turn.

&ace and +lass Ieatures


Elven 3eap#n @r#9iciency: @r#9iciency ith l#nDb# and sh#rtb# . Iey OriDin: 1#u are c#nsidered a 9ey creature. 'r#up 6 areness: N#n:el9 allies ithin ? #9 y#u Det a *1 racial b#nus t# @ercepti#n. 3ild %tep: 1#u iDn#re di99icult terrain hen y#u shi9t. Ieat J /ev#ted @riest Expertise: 3hile usinD a h#ly symb#l and ieldinD a eap#n ith hich y#u are pr#9icient, y#u Det a *1 9eat b#nus t# attacC r#lls ith b#th, and *1 damaDe t# creatures vulnerable t# radiant. At Le"el 2% +h##se a 2nd level utility p# er: !ealer$s Gift. Ieat J 4elee TraininD: 3hen maCinD 4B6s ith a pr#9icient eap#n, use y#ur 3is m#di9ier 9#r attacC and hal9 #9 it 9#r damaDe. At Le"el 3% +h##se a 3rd #r l# er level enc#unter attacC p# er: Resurgent Sun.

-nderstandinD 1#ur Numbers


Attack !(#ly %ymb#l$ K 6ttribute !3isL .$ * 1/2 y#ur level !1L level 2$ * Ieat !1$ K ?/; Attack !4ace$ K 3eap#n @r#9iciency !2$ * 6ttribute !3isL .$ * " y#ur level !1L level 2$ * Ieat !1$ K >/5 &amage !4ace$ K 3eap#n /amaDe !1d5$ * 6ttribute !3isL . !hal9 9#r 4B6s$$ K 1d5*. #r 1d5*2 Initiati"e K /exterity !1$ * " y#ur level !1L level 2$ K 1/2 #kills K 6ss#ciated attribute : 1 !arm#r$ :2 !shield$ * Ieats, items, class 9eatures, race, etc. !6dd " y#ur level !1L level 2$ hen r#llinD since it is a d2) r#ll.$ AC K 1) * 6rm#r !chainL ;$ * " y#ur level !1L level 2$* %hield !2$ K 15/1F 'ortitude K 1) * Better #9 %tr/+#n !3$ * +lass 9eature !1$ * " y#ur level !1L level 2$ K 1./1? efle( K 1) * Better #9 /ex/,nt !2$ * " y#ur level !1L level 2$ * %hield !2$ K 1./1? $ill K 1) * Better #9 3is/+ha !.$ * +lass 9eature !1$ * " y#ur level !1L level 2$ K 1?/1;
M 2)13 ++:B1 IranC 3ilc#x, 7r !9e ilc#x$ J /N/ .e is M 2))5 3izards #9 the +#ast

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