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Gracia (Tempest)

Gracia de Whynn is a level 1 Cleric of the Tempest Domain, characterized as a Fallen Aasimar with a noble background. She possesses various abilities including spellcasting with Wisdom as her primary attribute, and features like Wrath of the Storm and Healing Hands. Her equipment includes a Warhammer, Handaxe, and various adventuring gear, reflecting her role as a protector and healer in her adventures.

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0% found this document useful (0 votes)
8 views7 pages

Gracia (Tempest)

Gracia de Whynn is a level 1 Cleric of the Tempest Domain, characterized as a Fallen Aasimar with a noble background. She possesses various abilities including spellcasting with Wisdom as her primary attribute, and features like Wrath of the Storm and Healing Hands. Her equipment includes a Warhammer, Handaxe, and various adventuring gear, reflecting her role as a protector and healer in her adventures.

Uploaded by

catmouse90
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1 Cleric (Tempest Domain) Gracia de Whynn


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TO CHANGE
THIS ICON
Gracia de Whynn LEVEL & CLASS PLAYER NAME

Knight Aasimar, Fallen Add: 300


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

F AC DESCRIPTION
+3 STR -1 INT
PRO

16 Armor Chain Mail

10 +2 18
Set Max HP
STRENGTH 0 DEX ● +4 WIS
2 Shield Shield

+3 +2 CON
RESISTANCES
● +2 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor ● Heavy Armor
Magic
Necrotic
16 Misc
Radiant
Temporary Hit Points: Misc
DEXTERITY
0 ARMOR

0 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

10 SUCCESSES LEVEL DIE USED ENCUMBERED


Hide 2nd DC
1 d8+2 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 12 SAVE
ABILITY SAVE DC
ABILITY
WISDOM
DC CHARISMA 10
+2
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
0 ● Light ● Medium ● Heavy ● Shields

PRO
PRO

Acrobatics (Dex)
14 +2 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED ● Simple ● Martial Other Weapons:
-1 Arcana (Int) > Wrath of the Storm 2 LR
INTELLIGENCE +3 Athletics (Str) > Healing Hands (1 HP) 1 LR LANGUAGES TOOLS & OTHERS

-1
0 Deception (Cha) > Common Gaming set
● +1 History (Int) > Celestial
+2 Insight (Wis) Elvish
8
>

0 Intimidation (Cha) >

-1 Investigation (Int) >


WISDOM
● +4 Medicine (Wis) >

+2 -1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+2 Perception (Wis)
15 0 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +2 Persuasion (Cha) > Healing Hands < Wrath of the Storm <

CHARISMA ● +1 Religion (Int) > < <

0 0 Sleight of Hand (Dex) > < <

0 Stealth (Dex) [disadv.] > < <

+2 Survival (Wis) > < <


10 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Warhammer ✔ Str Melee +5 1d8+3 Bludgeoning


>
Versatile (1d10)
DESCRIPTION
Darkvision 60 ft
Handaxe ✔ Str Melee, 20/60 ft +5 1d6+3 Slashing
>
Light, thrown
SENSES
>

NAME TOTAL NAME TOTAL

>
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Add Features
Cleric (Tempest Domain), level 1:
◆ Spellcasting (Cleric 1, PHB 58) [3 cantrips known] If you do me an injury, I will crush you, ruin your name, and salt
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability your fields. Despite my noble birth, I do not place myself above
I can use a holy symbol as a spellcasting focus for my cleric spells other folk. We all have the same blood.
I can cast my prepared cleric spells as rituals if they have the ritual tag
◆ Bonus Proficiency (Tempest Domain 1, PHB 62) PERSONALITY TRAITS
I gain proficiency with martial weapons and heavy armor
◆ Wrath of the Storm (Tempest Domain 1, PHB 62) [Wisdom modifier per long rest] Noble Obligation: It is my duty to protect and care for the
As a reaction, when a creature I can see within 5 ft hits me, I can thunderously rebuke people beneath me. (Good)
It takes 2d8 lightning or thunder damage (my choice) that a Dex save can halve
IDEALS

Nothing is more important than the other members of my


family.

BONDS

In fact, the world does revolve around me.

FLAWS

Feature Name: Retainers

I have the service of three retainers loyal to my family, one of whom


is another noble and my squire. My other retainers are commoners
who can perform mundane tasks for me, but they do not fight for
me, will not follow me into obviously dangerous areas (such as
dungeons), and will leave if they are frequently endangered or
abused.
BACKGROUND FEATURE

Fallen Aasimar (+1 Strength, +2 Charisma)


Light Bearer: I know the Light cantrip.
Healing Hands: As an action, once per long rest, I can touch to heal
for my level in HP.
Necrotic Shroud: Once per long rest when I'm 3rd level, I can use an
action to transform, causing all within 10 ft of me to make a Cha
saving throw (DC 8 + Cha mod + Prof bonus) or be frightened of me
until the end of my next turn. This lasts for 1 minute or until I end it
as a bonus action. Once on my turn I can have one of my attacks or
spells deals my level in extra necrotic damage to one target.
CLASS FEATURES RACIAL TRAITS Racial Options

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> Backpack, with: 5 > > Fine clothes 6 CP

> - Bedroll 7 > > Signet ring


> - Mess kit 1 > > Purse (with coins) 1 SP
> - Tinderbox 1 > > Banner or token from devoted love
> - Torches 10 1 > > Chain Mail 55
> - Rations, days of 10 2 > > Shield 6 EP

> - Waterskin 5 > > Warhammer 1 2


>
>
- Hempen rope, feet of
- Scroll of pedigree
50 0.2 >
>
>
>
Handaxe 1 2
25 GP

> - Emblem holy symbol > >


> > > PP

> > >


WEIGHT CARRIED
> > >
132 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
81 - 160 lb
> > >
CARRYING
HEAVILY CAPACITY
ENCUMBERED
> > >
240 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 59 SUBTOTAL SUBTOTAL 72 241 - 480 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
> FEAT:

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Female 24 Medium 1,75 cm 58 kg
Gracia de Whynn GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Whynn Light Brown Long Hair Red Fair


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION
Knight of Rosemary

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Wealthy LIFESTYLE DAILY PRICE 4 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Gracia de Whynn
CHARACTER NAME SPELL SLOTS

CLERIC SPELLS Wisdom 3 +4 DC 12


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration — Div 1a Touch V,S Conc, 1 min P 248
AT
WILL Toll the Dead 1 crea save or 1d12 Necrotic dmg (d8 instead of d12 if at full HP); +1d12/1d8 at CL 5, 11, & 17 Wis Necro 1a 60 ft V,S Instantaneous X 169
AT
WILL Word of Radiance Any crea within range save or 1d6 Radiant damage; +1d6 at CL 5, 11, and 17 Con Evoc 1a 5 ft V,M Instantaneous X 171

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration — Ench 1a 30 ft V,S,M Conc, 1 min P 219
Ceremony (R) Perform religious ceremony on target(s) within 10 ft throughout the casting; see book (25gp cons.) — Abjur 1h Touch V,S,M† Instantaneous X 151
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Create or Destroy Water Create/destroy 10+10/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu — Trans 1a 30 ft V,S,M Instantaneous P 229
Cure Wounds 1 living creature heals 1d8+1d8/SL+spellcasting ability modifier HP — Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft — Div 1a Self V,S Conc, 10 min P 231
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school — Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft — Div 1a Self V,S,M Conc, 10 min P 231
) Fog Cloud 20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it — Conj 1a 120 ft V,S Conc, 1 h P 243
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage — Evoc 1a 120 ft V,S 1 rnd P 248
Healing Word 1 living creature heals 1d4+1d4/SL+spellcasting ability modifier HP — Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg — Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks — Abjur 1a Touch V,S,M† Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease — Trans 1a 10 ft V,S Instantaneous P 270
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
Shield of Faith 1 creature gains +2 AC for the duration — Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
) Thunderwave All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed Con Evoc 1a 15-ft cube V,S Instantaneous P 282

FALLEN AASIMAR SPELLS Charisma +2 DC 10


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances — Evoc 1a Touch V,M 1 h (D) P 255
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.5 (Printer Friendly); Spell Sheet 1/1 Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.
PLAYER REFERENCE LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v13.0.4 (Printer Friendly) Made by Joost Wijnen ([email protected]); Design taken from character sheet TM & © 2014 Wizards of the Coast LLC.

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