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Cleric (2) / Rogue (1) Sage Laser Shark

CLASS & LEVEL BACKGROUND PLAYER NAME


Nao-Malai
Lizardfolk Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
I am driven by my curiosity and will pursue what
STRENGTH
18 +3 30 knowledge I find the most fascinating.

13 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I assess value only as a function of potential and utility.

+1 PERSONALITY TRAITS

Hit Point Maximum 24


+1 Strength
DEXTERITY Knowledge is the path to
+3 Dexterity
power and domination.
16 +2 Constitution
+1 Intelligence
CURRENT HIT POINTS IDEALS

+3 +5 Wisdom
My life's work is a series of tomes
+1 Charisma related to a specific field of lore.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

14
+3 Acrobatics (Dex) Total 2d8 / 1d8 SUCCESSES I overlook obvious solutions in favor
+2 +3 Animal Handling (Wis) FAILURES
of complicated ones.
Money is meaningless to me.
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+1 Athletics (Str)

12 -1 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
----------Bonus Actions----------
Javelin +3 1d6 + 1 piercing
+1 +5 Insight (Wis) Hungry Jaws. Special attack
-1 Intimidation (Cha) Mace +3 1d6 + 1 bludgeoning with your bite. If you hit, you
WISDOM +5 Investigation (Int) gain 2 temp. hit points (use
+7 Medicine (Wis) once/rest, see VGM 113).
17 +5 Nature (Int)
- Bite. Melee, 1d6 + 1 piercing damage (see
VGM 113).
+3 +5 Perception (Wis) ---------------Actions--------------
-1 Performance (Cha) Channel Divinity: Knowledge
CHARISMA -1 Persuasion (Cha) of the Ages. Become
+5 Religion (Int) proficient in a tool or skill for
8 +3 Sleight of Hand (Dex) 10 mins. (see PHB 59).
+3 Stealth (Dex)
-1 +5 Survival (Wis) Channel Divinity: Turn
SKILLS ATTACKS & SPELLCASTING
Undead. Undead within 30
feet must make a DC 13
15 PASSIVE WISDOM (PERCEPTION) Pouch (1); Clothes, Wisdom save or be turned for
CP
common (1); Leather (1); 1 min. or until damaged (see
Knife, Small (1); PHB 59).
Tool Proficiencies: Thieves' Tools SP Waterskin (1); Shield (1);
Bedroll (1); Rations (1 (additional features & traits on
Weapon Proficiencies: Simple EP day) (10); Rope, hempen
(1); Letter with question page 2)
Armor Proficiencies: Light; Medium; from dead colleague (1);
Shields
GP 10 Tinderbox (1); Mess kit
(1); Quill (1); Backpack
Language Proficiencies: Common; PP (1); Torch (10); Emblem
Draconic; Dwarvish; Elvish; Orc (1); Ink (1)

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
23 6'8" (2.03m) 232lb (105kg)
AGE HEIGHT WEIGHT
Nao-Malai
Dark Orange Turquoise N/A
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity. Channel divine power using Turn Undead or one of your
Cleric of Waukeen, Goddess domain Channel Divinity options. (use once/rest, see PHB 59).
of Trade
Cunning Artisan. Craft certain weapons and armor from creature remains. (see
VGM 113).
Inquisitive lizardfolk with a
fascination of soft-skinned Hold Breath. Up to 15 min. (see VGM 113).
humanoids. He studied under
a dragonborn cleric/merchant Researcher. If you don't know a piece of info you often know where to find it
(see PHB 139).
for a couple years before an
encounter with a particularly Sneak Attack. 1d6 extra damage on attack where you have advantage or
adept hafling rogue. After a another enemy of creature is within 5 ft. (use once/turn, see PHB 96).
time working for these
thieves, he returned to the Thieves' Cant. Convey secret messages hidden in normal conversation (see
PHB 96).
city of temples significantly
less dead than they had
thought. ADDITIONAL FEATURES & TRAITS

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
Guidance
Light
Mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Command (Domain)

Create or Destroy Water


SPELLS KNOWN

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Guiding Bolt

Healing Word
8
Identify (Domain)

Inflict Wounds

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

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Protection from Evil and Good

Purify Food and Drink


4
Sanctuary

Shield of Faith
SPELLS KNOWN

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Page 1

Level-1 enchantment Level-1 enchantment Level-1 enchantment


Bane Bless Command
1 act. 30 ft V,S,M Conc, 1 min 1 act. 30 ft V,S,M Conc, 1 min 1 act. 60 ft V 1 rnd
Up to three creatures of your choice that you You bless up to three creatures of your You speak a one-word command to a
can see within range must make Charisma choice within range. Whenever a target creature you can see within range. The target
saving throws. Whenever a target that fails makes an attack roll or a saving throw before must succeed on a Wisdom saving throw or
this saving throw makes an attack roll or a the spell ends, the target can roll a d4 and follow the command on its next turn. The
saving throw before the spell ends, the target add the number rolled to the attack roll or spell has no effect if the target is undead, if it
must roll a d4 and subtract the number rolled saving throw. At Higher Levels. When you doesn't understand your language, or if your
from the attack roll or saving throw. At Higher cast this spell using a spell slot of 2nd level or command is directly harmful to it. Some
Levels. When you cast this spell using a spell higher, you can target one additional creature typical commands and their effects follow.
slot of 2nd level or higher, you can target one for each slot level above 1st. You might issue a command other than one
additional creature for each slot level above described here. If you do so, the GM
1st. 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
Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 transmutation Level-1 evocation Level-1 divination


Create or Destroy Water Cure Wounds Detect Evil and Good
1 act. 30 ft V,S,M Inst 1 act. Touch V,S Inst 1 act. Self V,S Conc, 10 mins
You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead undead within 30 feet of you, as well as
Alternatively, the water falls as rain in a or constructs. At Higher Levels. When you where the creature is located. Similarly, you
30-foot cube within range, extinguishing cast this spell using a spell slot of 2nd level or know if there is a place or object within 30
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each feet of you that has been magically
You destroy up to 10 gallons of water in an slot level above 1st. consecrated or desecrated. The spell can
open container within range. Alternatively, penetrate most barriers, but it is blocked by 1
you destroy fog in a 30-foot cube within foot of stone, 1 inch of common metal, a thin
range. At Higher Levels. When you cast this sheet of lead, or 3 feet of wood or dirt.
spell using a spell slot of 2nd level or higher,
you create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 divination Level-1 divination Divination cantrip


Detect Magic Detect Poison and Disease Guidance
1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins 1 act. Touch V,S Conc, 1 min
For the duration, you sense the presence of For the duration, you can sense the presence You touch one willing creature. Once before
magic within 30 feet of you. If you sense and location of poisons, poisonous creatures, the spell ends, the target can roll a d4 and
magic in this way, you can use your action to and diseases within 30 feet of you. You also add the number rolled to one ability check of
see a faint aura around any visible creature identify the kind of poison, poisonous its choice. It can roll the die before or after
or object in the area that bears magic, and creature, or disease in each case. The spell making the ability check. The spell then ends.
you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked
can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
thin sheet of lead, or 3 feet of wood or dirt.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5


Page 1 (reverse)

Command (reverse)
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.
Page 2

Level-1 evocation Level-1 evocation Level-1 divination


Guiding Bolt Healing Word Identify
1 act. 120 ft V,S 1 rnd 1 b.a. 60 ft V Inst 1 min Touch V,S,M Inst
A flash of light streaks toward a creature of A creature of your choice that you can see You choose one object that you must touch
your choice within range. Make a ranged within range regains hit points equal to 1d4 + throughout the casting of the spell. If it is a
spell attack against the target. On a hit, the your spellcasting ability modifier. This spell magic item or some other magic-imbued
target takes 4d6 radiant damage, and the has no effect on undead or constructs. At object, you learn its properties and how to
next attack roll made against this target Higher Levels. When you cast this spell using use them, whether it requires attunement to
before the end of your next turn has a spell slot of 2nd level or higher, the healing use, and how many charges it has, if any.
advantage, thanks to the mystical dim light increases by 1d4 for each slot level above You learn whether any spells are affecting the
glittering on the target until then. At Higher 1st. item and what they are. If the item was
Levels. When you cast this spell using a spell created by a spell, you learn which spell
slot of 2nd level or higher, the damage created it. If you instead touch a creature
increases by 1d6 for each slot level above throughout the casting, you learn what spells,
1st. if any, are currently affecting it.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 necromancy Evocation cantrip Transmutation cantrip


Inflict Wounds Light Mending
1 act. Touch V,S Inst 1 act. Touch V,M 1 hr 1 min Touch V,S,M Inst
Make a melee spell attack against a creature You touch one object that is no larger than 10 This spell repairs a single break or tear in an
you can reach. On a hit, the target takes 3d10 feet in any dimension. Until the spell ends, object you touch, such as a broken chain link,
necrotic damage. At Higher Levels. When the object sheds bright light in a 20-foot two halves of a broken key, a torn cloak, or a
you cast this spell using a spell slot of 2nd radius and dim light for an additional 20 feet. leaking wineskin. As long as the break or tear
level or higher, the damage increases by The light can be colored as you like. is no larger than 1 foot in any dimension, you
1d10 for each slot level above 1st. Completely covering the object with mend it, leaving no trace of the former
something opaque blocks the light. The spell damage. This spell can physically repair a
ends if you cast it again or dismiss it as an magic item or construct, but the spell can't
action. If you target an object held or worn by restore magic to such an object.
a hostile creature, that creature must succeed
on a Dexterity saving throw to avoid the spell.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5

Level-1 abjuration Level-1 transmutation Level-1 abjuration


Protection from Evil and Good Purify Food and Drink Sanctuary
1 act. Touch V,S,M Conc, 10 mins 1 act. 10 ft V,S Inst 1 b.a. 30 ft V,S,M 1 min
Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or
fey, fiends, and undead. The protection rendered free of poison and disease. a harmful spell must first make a Wisdom
grants several benefits. Creatures of those saving throw. On a failed save, the creature
types have disadvantage on attack rolls must choose a new target or lose the attack
against the target. The target also can't be or spell. This spell doesn't protect the warded
charmed, frightened, or possessed by them. creature from area effects, such as the
If the target is already charmed, frightened, or explosion of a fireball. If the warded creature
possessed by such a creature, the target has makes an attack or casts a spell that affects
advantage on any new saving throw against an enemy creature, this spell ends.
the relevant effect.

Cleric DC 13 Mod +5 Cleric DC 13 Mod +5 Cleric DC 13 Mod +5


Page 2 (reverse)
Page 3

Level-1 abjuration
Shield of Faith
1 b.a. 60 ft V,S,M Conc, 10 mins
A shimmering field appears and surrounds a
creature of your choice within range, granting
it a +2 bonus to AC for the duration.

Cleric DC 13 Mod +5
Page 3 (reverse)

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