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Wizard 1 / Cleric 2 Arcade81

CLASS & LEVEL PLAYER NAME


Copy of Maolmhuire Artor
Human Guild Artisan / Guild Merchant
1,145
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH +2 Dexterity
+2 Constitution +2 17 22 --
-1 • +5 Intelligence
CLASS
• +4 Wisdom INITIATIVE HIT POINTS
9
+0 Charisma
Total 1d6 + 2d8 SUCCESSES
Saving Throw Modifiers
Resistances - Acid
DEXTERITY FAILURES

+2 DEFENSES HIT DICE DEATH SAVES

15 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION +2 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 P
+2

+5
Animal Handling WIS
Arcana INT
Crossbow, Light, Dagger, Dart, Quarterstaff,
Sling

14 -1 Athletics STR === TOOLS ===


ABILITY SAVE DC Alchemist's Supplies, Glassblower's Tools
+0 Deception CHA
+3 History INT === LANGUAGES ===
INTELLIGENCE
P +4 Insight WIS Common, Elvish, Primordial
30 ft. (Walking)
+3 +0 Intimidation CHA
+3 Investigation INT
16 +2 Medicine WIS SPEED

+5 Nature INT PROFICIENCIES & LANGUAGES


P

WISDOM +2 Perception WIS


+0 Performance CHA === ACTIONS === Once per day when you finish a short rest, you can
+2 P +2 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
choose expended spell slots to recover - up to a
combined level of 1, and none of the slots can be 6th
Help, Hide, Ready, Search, Use an Object, level or higher.
+3 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise,
+2 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Channel Divinity • 1 / Short Rest
You can channel divine energy to fuel magical
+2 Stealth DEX Eyes of the Grave • 2 / Long Rest effects a number of times per short rest based on your
CHARISMA As an action, you know the location of any undead level: [2nd] 1, [6th] 2, [18th] 3
+2 Survival WIS
within 60 ft. of you that isn’t behind total cover and that
Circle of Mortality
+0 isn’t protected from divination magic until the end of
your next turn. You can use this feature +2 per long
rest.
You restore maximum HP (instead of rolling the
dice) with healing spells to a creature with 0 HP. You
learn the spare the dying cantrip, can cast it as a
10 === SPECIAL === bonus action, and it has a range of 30 ft.
Arcane Recovery • 1 / Long Rest
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Dagger +4 1d4+2 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Unarmed Strike +1 0 Bludgeoning


14 PASSIVE WISDOM (INSIGHT)

13 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Wizard 1 / Cleric 2 Arcade81
CLASS & LEVEL PLAYER NAME
Copy of Maolmhuire Artor
Human Guild Artisan / Guild Merchant
1,145
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== CLERIC FEATURES === a number of times per short rest based on your level: * Ability Score Increase • PHB 31
[2nd] 1, [6th] 2, [18th] 3
* Hit Points • PHB 57 * Languages • PHB 31
| 1 / Short Rest • Special You can speak, read, and write Common and one
* Proficiencies • PHB 57 extra language.
| Channel Divinity: Turn Undead: 1 Action
* Spellcasting • PHB 58
You can cast prepared cleric spells using WIS as your * Channel Divinity: Path to the Grave • XGtE 20
spellcasting modifier (Spell DC 12, Spell Attack +4) You can use Channel Divinity as an action to curse
and prepared cleric spells as rituals if they have the one creature you can see within 30 ft. of you until the
ritual tag. You can use a holy symbol as a spellcasting end of your next turn. The next time you or an ally of
focus. yours hits the cursed creature with an attack, the
creature has vulnerability to all of that attack’s
* Divine Domain • PHB 58 damage, and then the curse ends.
You choose a divine domain that grants you additional
spells and other features related to your deity. | 1 Action

| Grave Domain === WIZARD FEATURES ===

* Domain Spells • XGtE 20 * Hit Points • PHB 113


You gain domain spells based on your cleric level.
* Proficiencies • PHB 113
* Circle of Mortality • XGtE 20
You restore maximum HP (instead of rolling the dice) * Spellcasting • PHB 114
with healing spells to a creature with 0 HP. You learn You can cast prepared wizard spells using INT as your
the spare the dying cantrip, can cast it as a bonus spellcasting modifier (Spell DC 13, Spell Attack +5)
action, and it has a range of 30 ft. and wizard spells in your spellbook as rituals if they
have the ritual tag. You can use an arcane focus as a
| Special spellcasting focus.

* Eyes of the Grave • XGtE 20 * Arcane Recovery • PHB 115


As an action, you know the location of any undead Once per day when you finish a short rest, you can
within 60 ft. of you that isn’t behind total cover and that choose expended spell slots to recover - up to a
isn’t protected from divination magic until the end of combined level of 1, and none of the slots can be 6th
your next turn. You can use this feature +2 per long level or higher.
rest.
| 1 / Long Rest • Special
| 2 / Long Rest • 1 Action

* Channel Divinity • PHB 58 === HUMAN RACIAL TRAITS ===


You can channel divine energy to fuel magical effects

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Shield 1 6 lb. Tinderbox 1 1 lb.

Dagger 1 1 lb. Torch 5 5 lb.

SP 0 Book 1 5 lb. Waterskin 1 5 lb.

Ink (1 ounce bottle) 1 -- Alchemist's Supplies 1 8 lb.


EP 0 Ink Pen 1 -- Small Knife 1 --

Parchment (one sheet) 5 -- Arcane Focus 1 --


GP 20 Backpack 1 5 lb.

Bedroll 1 7 lb.
PP 0 Bottle, Glass 1 2 lb.

Clothes, Common 1 3 lb.


WEIGHT CARRIED

104 lb. Component Pouch 1 2 lb.

ENCUMBERED Mess Kit 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

135 lb. Rations (1 day) 10 20 lb. Armor of Acid Resistance, Chain Shirt 1 20 lb.

PUSH/DRAG/LIFT Rope, Hempen (50 feet) 1 10 lb.

270 lb. Spellbook 1 3 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 37 Medium 5-8 146
GENDER AGE SIZE HEIGHT WEIGHT
Copy of Maolmhuire Artor Chaotic Good Pious Pale causican, with
Paleacid
green
burned fingers
Thining
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

=== Organizations === There’s nothing I like more than a good mystery. I’m used to
helping out those who aren’t as smart as I am, and I patiently
Guild of Alchemists - Associate fellow explain anything and everything to others.

PERSONALITY TRAITS

Self-Improvement. The goal of a life of


study is the betterment of oneself.
(Any)
IDEALS

My life’s work is a series of tomes related to a


specific field (Alchemistry).

BONDS

I am easily distracted by the promise of


information. Troubled by corpses.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

An Alchemist specialising in acids. Maolmhuire's Six Vials at Midnight acid splashes broke a burning brazier off the wall
compound burned fingers are often found fingering which quickly engulfed the room in flames.
the bandolier over his shoulder which contains Maolmhuire Artor moved to the city with his young
glass vials of acid, just needing a magic word to fiance Laylia, him to pursue his alchemist career, Maolmhuire took a curved dagger and dealt a mortal
become potent weapons of destruction. having recently graduated at a prostigious magic blow to his mentors neck, who stumbled and landed
school, his wife had been suffering with 'the shivvers' in the fires next to the screaming Laylia. Meldrac
Pious faith for three years, and it was hoped a cure could be pulled out the embarming pipe and began sucking
A follower of Peridot god of knowledge. Now found in the grand libray of which the city is famed. the liquid as the flames engulfed him.
makes excessive sacrifices to Garr the god of He became the apprentice of an award winning
death, for the soul of his wife. embarmer named Meldrac. Together they worked on Maolmhuire fled the burning house, and the city. His
translating ancient texts to discover secret arts to biggest regret is never confirming the death of his
Troubled by corpses. embarm the dead. mentor and wife.
Must say a prayer to Garr for every dead creature
he encounters, prefers to cremate dead bodies. Unfortunately, rumours of witchcraft and necromancy
began sweeping the city, and so cremation, not
embarming became the prefered method of disposal
of the dead. The practice giving the relatives a sense
of security.

It was at this time, Maolmhuirrs wife took a turn for


the worst, whilst his research had yielded promising
developments. Maolmhuire did not take Laylias
death well, and it was Meldrac who convinced him
that she should be the one to try the latest
embarming fluid.

The body lay for two hours, as the two scientists


rested in another room. Then suddenley they were
awoken by the most appalling and daemoniac
succession of cries that either of them had ever
heard. Not more unutterable could have been the
chaos of hellish sound if the pit itself had opened to
release the agony of the damned, for in one
inconceivable cacophony was centred all the
supernal terror and unnatural despair of animate
nature. Human it could not have been—it is not in a
woman to make such sounds.

Bursting into the room, Meldrac began laughing


joyously, and Maolmhuire knew he'd been deceived.
Grabbing vials of acidic substances from the shelves
Maolmhuire began hurling the glass vials at the
undead body. Meldrac reached out to stop
Maolmhuire and was burned horribly in the face. The

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
INT / WIS 13 / 12 +5 / +4
Wizard / Cleric
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Acid Splash Wizard DEX 13 1A 60 ft. V,S Instantaneous PHB 211 V/S

O Prestidigitation Wizard -- 1A 10 ft. V,S 1 Hour PHB 267 D: 1h, V/S

O Blade Ward Wizard -- 1A Self V,S 1 Round PHB 218 D: 1Rnd, V/S

O Mending Cleric -- 1m Touch V,S,M Instantaneous PHB 259 V/S/M

O Spare the Dying Cleric -- 1A Touch V,S Instantaneous PHB 277 V/S

O Spare the Dying Cleric -- 1BA 30 ft. V,S Instantaneous PHB 277 V/S

=== 1st LEVEL === 4 Slots OOOO

O Fog Cloud <C> Wizard -- 1A 120 ft./20 ft. Sphere V,S 1 Hour PHB 243 D: 1h, 20 ft. Sphere, V/S

O Identify [R] Wizard -- 11m Touch V,S,M Instantaneous PHB 252 V/S/M

O Comprehend Languages [R] Wizard -- 1A + 10m Self V,S,M 1 Hour PHB 224 D: 1h, V/S/M

O Shield Wizard -- 1R Self V,S 1 Round PHB 275 D: 1Rnd, V/S

O Grease Wizard DEX 13 1A 60 ft./10 ft. Square V,S,M 1 Minute PHB 246 D: 1m, 10 ft. Square, V/S/M

O Chromatic Orb Wizard +5 1A 90 ft. V,S,M Instantaneous PHB 221 V/S/M

O Thunderwave Wizard CON 13 1A Self/15 ft. Cube V,S Instantaneous PHB 282 15 ft. Cube, V/S

O Bless <C> Cleric -- 1A 30 ft. V,S,M 1 Minute PHB 219 D: 1m, V/S/M

O Command Cleric WIS 12 1A 60 ft. V 1 Round PHB 223 D: 1Rnd, V

O Create or Destroy Water Cleric -- 1A 30 ft./30 ft. Cube V,S,M Instantaneous PHB 229 30 ft. Cube, V/S/M

O Cure Wounds Cleric -- 1A Touch V,S Instantaneous PHB 230 V/S

O Detect Evil and Good <C> Cleric -- 1A Self/30 ft. Sphere V,S 10 Minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Magic [R]<C> Cleric -- 1A + 10m Self/30 ft. Sphere V,S 10 Minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Detect Poison and Disease [R]<C> Cleric -- 1A + 10m Self/30 ft. Sphere V,S,M 10 Minutes PHB 231 D: 10m, 30 ft. Sphere, V/S/M

O Guiding Bolt Cleric +4 1A 120 ft. V,S 1 Round PHB 248 D: 1Rnd, V/S

O Healing Word Cleric -- 1BA 60 ft. V Instantaneous PHB 250 V

O Inflict Wounds Cleric +4 1A Touch V,S Instantaneous PHB 253 V/S

O Protection from Evil and Good <C> Cleric -- 1A Touch V,S,M 10 Minutes PHB 270 D: 10m, V/S/M

O Purify Food and Drink [R] Cleric -- 1A + 10m 10 ft./5 ft. Sphere V,S Instantaneous PHB 270 5 ft. Sphere, V/S

O Sanctuary Cleric WIS 12 1BA 30 ft. V,S,M 1 Minute PHB 272 D: 1m, V/S/M

O Shield of Faith <C> Cleric -- 1BA 60 ft. V,S,M 10 Minutes PHB 275 D: 10m, V/S/M

P Bane <C> Cleric (Always Prepared) CHA 12 1A 30 ft. V,S,M 1 Minute PHB 216 D: 1m, V/S/M

P False Life Cleric (Always Prepared) -- 1A Self V,S,M 1 Hour PHB 239 D: 1h, V/S/M

SPELLS

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