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TW-L-7 LVL3

This document provides character details for a Warforged named TW-L-7 who was built for combat. It lists their abilities, equipment, and spells. As a Warforged Forge Domain Cleric, TW-L-7 has proficiencies in heavy armor, martial weapons, and skills related to combat and crafting.

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Alex Fer Vinif
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0% found this document useful (0 votes)
17 views5 pages

TW-L-7 LVL3

This document provides character details for a Warforged named TW-L-7 who was built for combat. It lists their abilities, equipment, and spells. As a Warforged Forge Domain Cleric, TW-L-7 has proficiencies in heavy armor, martial weapons, and skills related to combat and crafting.

Uploaded by

Alex Fer Vinif
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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Fighter 1, Forge Domain …Warforged Prototype

CLASS & LEVEL BACKGROUND PLAYER NAME


TW-L-7 (Type-Warlord-7) None Neutral 300
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

It was built for only one purpose: WAR,


STRENGTH 20 1.12 30
because this it is devoted to fight and to

3 2 PROFICIENCY BONUS combat and his only way to resolve disputes


is fighting, anyways he is able to learn and
16 adapt to new ways of life, but it needs to
Hit Point Maximum 22
5 Strength learn and be guided. Except its fighting
DEXTERITY 1 Dexterity skills and knowledge It seems as a blank

1
5 Constitution CURRENT HIT POINTS paper sheet, it need to learn almost
0 Intelligence everything

1 Wisdom
12 PERSONALITY TRAITS
-1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
Glory. I must earn glory in battle, for myself

3 3 Acrobatics (Dex)
2
and my kind so they can be remembered
cause I am the last of my kind. Loyalty to
16 1 Animal Handling (… my creators, my master and my comrades
0 Arcana (Int) and be a great warrior are the main

INTELLIGENCE 5 Athletics (Str) principles of my existence as well teamwork

0
-1 Deception (Cha) NAME ATK DAMAGE/TYPE
IDEALS
0 History (Int)
Longsword ( … +6 1d8+3 Slashi…
1 Insight (Wis)
10
-1 Intimidation (Cha) I am the last of my kind, and it is up to me to
Javelin +5 1d6+3 Piercing
2 Investigation (Int) ensure our names be remembered forever. I
WISDOM
Light Hammer +5 1d4+3 bludge… am ltotally loyal to who re-activated me and
1 Medicine (Wis)

1 0
3
Nature (Int)

Perception (Wis)
Second Wind 1d10+1 Healing
to my fellow men-in-arms

BONDS
13 -1 Performance (Cha)
Healing Word 1d4+1 Healing
-1 Persuasion (Cha)
CHARISMA To fight is my answer to almost any
0 Religion (Int) Sacred Flame DC11 1d8 Radiant

-1
challenge because I been built for that
1 Sleight of Hand (D…
purpose only. I will always hold my shield if
1 Stealth (Dex) Toll the Dead DC11 1d8 Necrotic
not strictly necessary.
8 3 Survival (Wis)
ATTACKS & SPELLCASTING FLAWS
SKILLS

13 PASSIVE WISDOM (PERCEPTION) CP SP EP GP PP Constructed Resilience

Sentry's Rest
1 Emblem
TOOL: Smith's Tools, Woodcarver's Tools Integrated Protection
1 Chain Mail
LANGUAGE: Dwarvish Specialized Design
1 Shield
ARMOR: Heavy Armor, Light Armor, Medium Size and Speed
1 Longsword ( 1 h ) +1
Armor, Shields
2 Javelin Warforged Quirks
WEAPON: Martial weapons, Simple weapons
1 Light Hammer Languages

OTHER PROFICIENCIES & LANGUAGES 1 Dungeoneer's Pack Warforged Prototype


EQUIPMENT Magic Initiate

Second Wind

Fighting Style: Defense

Ritual Casting

Bonus Proficiencies

Blessing of the Forge

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 1 Total: 1
CP SP EP GP PP

Guiding Bolt +3 4d6 Radiant


1 1
SECOND WIND HEALING WORD
1 Backpack
Searing Smite DC11 1d6 Fire 1 Pouch
1 Crowbar Total: Total:
10 Piton
1 Hempen rope

Total: Total:

ATTACKS & SPELLCASTING

EQUIPMENT
WISDOM 11 3

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Light

Toll the Dead


4 0 7 0
Sacred Flame

Resistance

Guidance
5 0 8 0

1 2
9 0
Shield of Faith

Healing Word

Guiding Bolt

Identify

Searing Smite

2 0
FEATURES & TRAITS
Constructed Resilience Second Wind
You were created to have remarkable fortitude, Size and Speed You have a limited well of stamina that you can
represented by the following benefits: You have Your size is Medium Your base walking speed is 30 draw on to protect yourself from harm. On your
advantage on saving throws against being poisoned, feet. turn, you can use a bonus action to regain hit points
and you have resistance to poison damage. You equal to 1d10 + your fighter level. Once you use
Warforged Quirks
don’t need to eat, drink, or breathe. You are this feature, you must finish a short or long rest
I always wield a shield, even when it's not
immune to disease. You don't need to sleep, and before you can use it again.
necessary, always try to hold it and never leave it.
magic can't put you to sleep.
Only if some action needs two hands to be done I Fighting Style: Defense
Sentry's Rest will consider stopping to wielding a shield While you are wearing armor, you gain a +1 bonus
When you take a long rest, you must spend at least temporarily. to AC.
six hours in an inactive, motionless state, rather
Languages
than sleeping. In this state, you appear inert, but it
You can speak, read, and write Common and one
doesn’t render you unconscious, and you can see
other language of your choice: Dwarvish Ritual Casting
and hear as normal.
You can cast a cleric spell as a ritual if that spell has
Warforged Prototype the ritual tag and you have the spell prepared.
Integrated Protection
As Warforged Prototype Backround, you have been
Your body has built-in defensive layers, which can
built to be able to sustain any type of combat. You Bonus Proficiencies
be enhanced with armor. You gain a +1 bonus to
can Innate cast some spells and you have great When you choose this domain at 1st level, you gain
Armor Class. You can don only armor with which
physical skills You do not have any background proficiency with heavy armor and smith’s tools.
you have proficiency. To don armor, you must
equipment or background proficiencies in tools or
incorporate it into your body over the course of 1 Blessing of the Forge
languages Skill Proficiency: Acrobatics Skill
hour, during which you must remain in contact with At 1st level, you gain the ability to imbue magic
Proficiency: Atheltics Gain the Feat: Magic Initiate
the armor. To doff armor, you must spend 1 hour into a weapon or armor. At the end of a long rest,
( must choose Cleric)
removing it. You can rest while donning or doffing you can touch one nonmagical object that is a suit
armor in this way. While you live, your armor can't Magic Initiate of armor or a simple or martial weapon. Until the
be removed from your body against your will. The Choose 2 Cantrips and one 1st level spell of the end of your next long rest or until you die, the
donned armor's weight doesn't count for Cleric Spell List Spellcasting Ability: Wisdom object becomes a magic item, granting a +1 bonus
encumbrance Cantips: Light Toll of the Dead 1st level spell: to AC if it’s armor or a +1 bonus to attack and
Healing Word damage rolls if it’s a weapon. Once you use this
Specialized Design
feature, you can’t use it again until you finish a
You gain one skill proficiency and one tool
long rest. Blessed Weapon: Longsword
proficiency of your choice. Skill: Investigation
Tool: Woodcarver's Tools
SPELLS
Light Identify
Evocation cantrip Guidance Divination 1
Casting Time: 1 action Divination cantrip Casting Time: 1 minute
Range: Touch Casting Time: 1 action Range: Touch
Target: One object that is no larger than 10 feet in Range: Touch Target: One object that you must touch throughout
any dimension Target: One willing creature the casting of the spell
Components: V M Components: V S Components: V S M
Duration: 1 hour Duration: ConcentrationUp to 1 minute Duration: Instantaneous
Description: Description: Description:
You touch one object that is no larger than 10 feet You touch one willing creature. Once before the You choose one object that you must touch
in any dimension. Until the spell ends, the object spell ends, the target can roll a d4 and add the throughout the casting of the spell. If it is a magic
sheds bright light in a 20-foot radius and dim light number rolled to one ability check of its choice. It item or some other magic-imbued object, you learn
for an additional 20 feet. The light can be colored can roll the die before or after making the ability its properties and how to use them, whether it
as you like. Completely covering the object with check. The spell then ends. requires attunement to use, and how many charges
something opaque blocks the light. The spell ends if it has, if any. You learn whether any spells are
Shield of Faith
you cast it again or dismiss it as an action. If you affecting the item and what they are. If the item was
Abjuration 1
target an object held or worn by a hostile creature, created by a spell, you learn which spell created it.
Casting Time: 1 bonus action
that creature must succeed on a Dexterity saving If you instead touch a creature throughout the
Range: 60 feet
throw to avoid the spell. casting, you learn what spells, if any, are currently
Target: A creature of your choice within range
affecting it.
Toll the Dead Components: V S M

Necromancy cantrip Duration: ConcentrationUp to 10 minutes Searing Smite


Casting Time: 1 action Description: Evocation 1
Range: 60 feet A shimmering field appears and surrounds a Casting Time: 1 bonus action
Target: One creature you can see within range creature of your choice within range, granting it a Range: Self
Components: V S +2 bonus to AC for the duration. Target: Self
Duration: Instantaneous Components: V
Healing Word
Description: Duration: ConcentrationUp to 1 minute
Evocation 1
You point at one creature you can see within range, Description:
Casting Time: 1 bonus action
and the sound of a dolorous bell fills the air around The next time you hit a creature with a melee
Range: 60 feet
it for a moment. The target must succeed on a weapon attack during the spell’s duration, your
Target: A creature of your choice that you can see
Wisdom saving throw or take 1d8 necrotic damage. weapon flares with white-hot intensity, and the
within range
If the target is missing any of its hit points, it attack deals an extra 1d6 fire damage to the target
Components: V
instead takes 1d12 necrotic damage. The spell’s and causes the target to ignite in flames. At the start
Duration: Instantaneous
damage increases by one die when you reach 5th of each of its turns until the spell ends, the target
Description:
level (2d8 or 2d12), 11th level (3d8 or 3d12), and must make a Constitution saving throw. On a failed
A creature of your choice that you can see within
17th level (4d8 or 4d12). save, it takes 1d6 fire damage. On a successful
range regains hit points equal to 1d4 + your
save, the spell ends. If the target or a creature
Sacred Flame spellcasting ability modifier. This spell has no
within 5 feet of it uses an action to put out the
Evocation cantrip effect on undead or constructs.
flames, or if some other effect douses the flames
Casting Time: 1 action At Higher Levels: When you cast this spell using a
(such as the target being submerged in water), the
Range: 60 feet spell slot of 2nd level or higher, the Healing
spell ends.
Target: Each creaature of your choice that you can increases by 1d4 for each slot level above 1st.
At Higher Levels: When you cast this spell using a
see within range spell slot of 2nd level or higher, the initial extra
Guiding Bolt
Components: V S damage dealt by the Attack increases by 1d6 for
Evocation 1
Duration: Instantaneous each slot level above 1st.
Casting Time: 1 action
Description:
Range: 120 feet
The spell’s damage increases by 1d8 when you
Target: A creature of your choice within range
reach 5th level (2d8), 11th level (3d8), and 17th
Components: V S
level (4d8).
Duration: 1 round
Resistance Description:
Abjuration cantrip A flash of light streaks toward a creature of your
Casting Time: 1 action choice within range. Make a ranged spell attack
Range: Touch against the target. On a hit, the target takes 4d6
Target: One willing creature radiant damage, and the next attack roll made
Components: V S M against this target before the end of your next turn
Duration: ConcentrationUp to 1 minute has advantage, thanks to the mystical dim light
Description: glittering on the target until then.
You touch one willing creature. Once before the At Higher Levels: When you cast this spell using a
spell ends, the target can roll a d4 and add the spell slot of 2nd level or higher, the damage
number rolled to one saving throw of its choice. It increases by 1d6 for each slot level above 1st.
can roll the die before or after making the saving
throw. The spell then ends.

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