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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Shaumar Stayanoga
Character Name
Cleric 1
Class & Level
Folk Hero
Background
Air Genasi
Race
Chaotic Neutral
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+2
14
13
+
1
(Race)
CONSTITUTION
+3
16
14
+
2
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
15
15
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
16
INITIATIVE
+
0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1212
+
0
SPEED
30 ft.
HIT POINTS
Max:
11
TEMP HP
POINT BUY
Standard
Picture URL:
https://66.media.tumblr.com/78bb615ac528d6f23fb2559663b7e07a/tumblr_pa2pvlWqgg1t2kr9oo1_400.png
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Mace+11d6-1 bludgeoning%3%
Quarterstaff+11d6-1 or 1d8-1 bludgeoning%3%
Sacred flameDEX save1d8 radiant, 60 ft., no benefit from cover%3%
Shillelagh+41d8+2 bludgeoning, magical%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
Cleric spells (level 1)
KNOWN
12
DC
Cast Mod
3
Cantrip:
2
/
1st:
0
/
2nd:
0
/
3rd:
0
/
4th:
0
/
5th:
0
/
6th:
0
/
7th:
0
/
8th:
0
/
9th:
Prepare 3 spells
* = prepared

(D) = domain spells (always prepared)

Special:

• Levitate (1/LR, CON-based, no material components)

Cantrips:
• Light
• Sacred flame
• Shillelagh (D)

• Spare the dying

Level 1
• Animal friendship (D)
• Bane
• Bless
• Command
• Create or destroy water
• Cure wounds
• Detect evil and good
• Detect magic*
• Detect poison and disease
• Guiding bolt*
• Healing word*
• Inflict wounds
• Protection from evil and good
• Sanctuary
• Shield of faith
• Speak with animals (D)
Prepare 3 spells
* = prepared
(D) = domain spells (always prepared)

Special:
• Levitate (1/LR, CON-based, no material components)

Cantrips:
• Light
• Sacred flame
• Shillelagh (D)
• Spare the dying

Level 1
• Animal friendship (D)
• Bane
• Bless
• Command
• Create or destroy water
• Cure wounds
• Detect evil and good
• Detect magic*
• Detect poison and disease
• Guiding bolt*
• Healing word*
• Inflict wounds
• Protection from evil and good
• Sanctuary
• Shield of faith
• Speak with animals (D)
SPELLCASTING
[+instructions]

Acolyte of nature: At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus proficiency: At 1st level, you gain proficiency with heavy armor.

Mingle with the wind: You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Nature domain: See PHB 58-9, 61-62

Rustic hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Spellcasting (cleric): See PHB 58

Unending breath: You can hold your breath indefinitely while you're not incapacitated.

Acolyte of nature: At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus proficiency: At 1st level, you gain proficiency with heavy armor.

Mingle with the wind: You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Nature domain: See PHB 58-9, 61-62

Rustic hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Spellcasting (cleric): See PHB 58

Unending breath: You can hold your breath indefinitely while you're not incapacitated.
FEATURES & TRAITS
1d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
common clothes, holy symbol, mace, quarterstaff, scale mail, shield

explorer's pack

belt pouch, iron pot, shovel, woodcarver's tools
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
10 gp
WEALTH
Armor: All armor and shields

Languages:
• Common
• Primordial

Tools:
• Vehicles (land)
• Woodcarver's tools

Weapons: All simple weapons
PROFICIENCIES & LANGUAGES
I get bored easily. When am I going to get on with my destiny?
PERSONALITY TRAITS
No one should get preferential treatment before the law, and no one is above the law. (Lawful)
IDEALS
I protect those who cannot protect themselves.
BONDS
I have a weakness for the vices of the city, especially hard drink.
FLAWS
 
Defining event: I saved people during a natural disaster.

One parent was an elemental and the other a human.

Born in the home of a healer or midwife

Your parent(s) abandoned you

1 older brother, 1 younger brother

Poor family lifestyle

- Rashemi heritage, apprenticed to village cleric/healer/druid at a young age
DESCRIPTION & EXTRA INFO
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