INSPIRATION
STRENGTH I work hard so that I can play hard
16
15/17
ARMOR
-1 25 ft when the work is done.
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED I never pass up a friendly wager.
+3 PERSONALITY TRAITS
14 1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
2
History (Int) Darkvision. Accustomed to life underground,
Hammer +5 1d8+3 (B) you have superior vision in dark and dim
+2 3
Insight (Wis)
conditions. You can see in dim light within 60
1
Intimidation (Cha) S. Flame +5 1d8 (Rad) feet of you as if it were bright light, and in
darkness as if it were dim light. You can't
WISDOM 2
Investigation (Int)
discern color in darkness, only shades of
3
Medicine (Wis) gray.
17 2
Nature (Int)
Warhammer can be wielded Dwarven Resilience. You have advantage on
3
Perception (Wis)
+3 with 2 hands (Damage: 1d10 saving throws against poison, and you have
1
Performance (Cha) resistance against poison damage
+3)
1
Persuasion (Cha)
CHARISMA Sacred Flame: 60 range, CARAVAN'S PASSAGE
4
Religion (Int) When you need to, you can secure free
Radiant damage
13 -1
Sleight of Hand (Dex)
passage on a caravan in the Sword Coast
area for yourself and your adventuring
-1
Stealth (Dex) companions from people you helped in the
+1 past. Because you're calling in a favor, you
3
Survival (Wis)
can't be certain of a schedule or route that
SKILLS ATTACKS & SPELLCASTING wiII meet your every need. Your Dungeon
Master wiII determine how long it takes to get
where you need to go. In return for your free
13 PASSIVE WISDOM (PERCEPTION) passage, you and your companions are
CP Chain mail (AC 16) expected to assist during the voyage. You in
Warhammer particular have to provide any religious
service that might be needed during the trip
Weapons: Battleaxe, handaxe,
SP 5 Shield (AC +2)
Holy Symbol (White DIVINE DOMAIN: Tempest
throwing hammer, -Wrath of the Storm: When a creature within
and warhammer. All simple
EP
pearlish) 5 feet of you that you can see hits you with
Pendant with a rune an attack, you can use your reaction to cause
weapons GP
the creature to make a Dexterity saving
Armors: Light, medium and Healer's kit throw. The creature takes 2d8 lightning or
thunder damage (your choice) on a failed
heavy armor PP saving throw, and half as much damage on a
Tool Proficiencies: Navigator's successful one. You can use this feature a
number of times equal to your Wisdom
tools, vehicles (water) modifier (a minimum of once). You regain all
Languages: Common, Dwarven expended uses when you finish a long rest.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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58 4"6' 108 lbs
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric (Can prepare 4 spells+domain)
Wisdom (+3) 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Guidance
Mending
Sacred Flame
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 0 7
EPAR
SPELL NAME
ED
PR
Cure Wounds
Detect Magic
Guiding Bolt
Inflict Wounds
8
Fog Cloud
Thunderwave
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.