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Sol M. Antennaria

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0% found this document useful (0 votes)
27 views5 pages

Sol M. Antennaria

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Life Domain Cleric 1 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Sol M. Antennaria
Harengon Neutral Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
I can find common ground between the fiercest
STRENGTH
15 -1 30 enemies, empathizing with them and always

2 2 PROFICIENCY BONUS
working towards peace.

Nothing can shake my optimistic attitude.


15 PERSONALITY TRAITS
Hit Point Maximum 9

DEXTERITY
2 Strength Charity. I always try to help those in need, no

-1 -1

1
Dexterity

Constitution
CURRENT HIT POINTS
matter what the personal cost. (Good)

9 2 Intelligence
IDEALS
4 Wisdom

CONSTITUTION 4 Charisma
TEMPORARY HIT POINTS

1 SAVING THROWS

1
Everything I do is for the common people.

13 -1 Acrobatics (Dex)
BONDS
2 Animal Handling (Wis)
INTELLIGENCE 2 Arcana (Int)

2 2
2
Athletics (Str)
Deception (Cha) NAME ATK DAMAGE/TYPE
I judge others harshly, and myself even more
severely.

2 Healing Word 1d4+2 Healing


14 History (Int)
4 Insight (Wis)
Sacred Flame DC12 1d8 Radiant FLAWS
2 Intimidation (Cha)
WISDOM
2 Investigation (Int)

2
Cure Wounds 1d8+2 Healing
4 Medicine (Wis)
2 Nature (Int) Hare-Trigger
Mace +4 1d6+2 Bludgeo…
14 4 Perception (Wis) Shelter of the Faithful
2 Performance (Cha) Guiding Bolt +4 4d6 Radiant
Ritual Casting

CHARISMA
4 Persuasion (Cha)
Lucky Footwork
Sickle +4 1d4+2 Slashing

2
4 Religion (Int)
Disciple of Life
-1 Sleight of Hand (Dex) ATTACKS & SPELLCASTING
Rabbit Hop
-1 Stealth (Dex)
15 2 Survival (Wis) Leporine Senses
15
CP SP EP GP PP FEATURES & TRAITS
SKILLS

5 Stick of Incense
14 PASSIVE WISDOM (PERCEPTION)
1 Explorer's Pack
10 Torch
1 Mace
LANGUAGE: Common, Elvish, Gnomish, Sylvan
1 Prayer Book
ARMOR: Heavy Armor, Light Armor, Medium Armor,
1 Sickle
Shields
1 Holy Symbol
WEAPON: Simple weapons
EQUIPMENT

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE
CP SP EP GP PP
Total: Total:

1 Bedroll
1 Backpack
1 Shield
Total: Total:
10 Rations

ATTACKS & SPELLCASTING 1 Belt Pouch


1 Waterskin
1 Vestments
1 Mess Kit
Total: Total:
1 Common Clothes
1 Tinderbox
1 Hempen Rope
1 Scale Mail

EQUIPMENT
WISDOM 12 4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Sacred Flame

Spare the Dying

Guidance 4 0 7 0

1 2 5 0 8 0

Guiding Bolt

Healing Word

Cure Wounds 9 0
Bless

Create or Destroy Water

2 0
FEATURES & TRAITS
Hare-Trigger Shelter of the Faithful Ritual Casting
As an acolyte, you command the respect of those You can cast a cleric spell as a ritual if that spell has
who share your faith, and you can perform the the ritual tag and you have the spell prepared.
religious ceremonies of your deity. You and your
adventuring companions can expect to receive free Lucky Footwork
healing and care at a temple, shrine, or other
established presence of your faith, though you must
Disciple of Life
provide any material components needed for spells.
Also starting at 1st level, your healing spells are more
Those who share your religion will support you (but
effective. Whenever you use a spell of 1st level or
only you) at a modest lifestyle.
higher to restore hit points to a creature, the creature
You might also have ties to a specific temple
regains additional hit points equal to 2 + the spell's
dedicated to your chosen deity or pantheon, and you
level.
have a residence there. This could be the temple
where you used to serve, or a temple where you have
found a new home. While near your temple, you can Rabbit Hop
call upon the priests for assistance, provided the
assistance you ask for is not hazardous and you Leporine Senses
remain in good standing with your temple.
SPELLS
Sacred Flame Guiding Bolt Bless
evocation cantrip evocation 1 enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet Range: 30 feet
Target: A creature that you can see within range Target: A creature of your choice within range Target: Up to three creatures of your choice within
Components: V S M Components: V S M range
Duration: Instantaneous Duration: 1 round Components: V S M
Description: Description: Duration: ConcentrationUp to 1 minute
Flame-like radiance descends on a creature that you A flash of light streaks toward a creature of your Description:
can see within range. The target must succeed on a choice within range. Make a ranged spell attack You bless up to three creatures of your choice within
Dexterity saving throw or take 1d8 radiant damage. against the target. On a hit, the target takes 4d6 range. Whenever a target makes an attack roll or a
The target gains no benefit from cover for this saving radiant damage, and the next attack roll made against saving throw before the spell ends, the target can roll
throw. this target before the end of your next turn has a d4 and add the number rolled to the attack roll or
advantage, thanks to the mystical dim light glittering saving throw.
Spare the Dying on the target until then. At Higher Levels: When you cast this spell using a
necromancy cantrip At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one
Casting Time: 1 action spell slot of 2nd level or higher, the damage increases additional creature for each slot level above 1st.
Range: Touch by 1d6 for each slot level above 1st.
Target: A living creature that has 0 hit points Create or Destroy Water
Components: V S M Healing Word transmutation 1
Duration: Instantaneous evocation 1 Casting Time: 1 action
Description: Casting Time: 1 bonus action Range: 30 feet
You touch a living creature that has 0 hit points. The Range: 60 feet Target: See text
creature becomes stable. This spell has no effect on Target: A creature of your choice that you can see Components: V S M
undead or constructs. within range Duration: Instantaneous
Components: V S M Description:
Guidance Duration: Instantaneous You either create or destroy water. Create Water. You
divination cantrip Description: create up to 10 gallons of clean water within range in
Casting Time: 1 action A creature of your choice that you can see within an open container. Alternatively, the water falls as rain
Range: Touch range regains hit points equal to 1d4 + your in a 30-foot cube within range, extinguishing exposed
Target: One willing creature spellcasting ability modifier. This spell has no effect flames in the area. Destroy Water. You destroy up to
Components: V S M on undead or constructs. 10 gallons of water in an open container within range.
Duration: ConcentrationUp to 1 minute At Higher Levels: When you cast this spell using a Alternatively, you destroy fog in a 30-foot cube within
Description: spell slot of 2nd level or higher, the Healing increases range.
You touch one willing creature. Once before the spell by 1d4 for each slot level above 1st. At Higher Levels: When you cast this spell using a
ends, the target can roll a d4 and add the number spell slot of 2nd level or higher, you create or destroy
rolled to one ability check of its choice. It can roll the Cure Wounds 10 additional gallons of water, or the size of the cube
die before or after making the ability check. The spell evocation 1 increases by 5 feet, for each slot level above 1st.
then ends. Casting Time: 1 action
Range: Touch
Target: A creature you touch
Components: V S M
Duration: Instantaneous
Description:
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.

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