HK 47
HK 47
STEALTH DISADVANTAGE
✘
15 attack against the attacking creature.
+0 Dexterity
✘ +6 Constitution ARMOR CLASS Fighting Style.
Defense. While you are wearing armor, you gain a +1
DEXTERITY
+0 Intelligence bonus to AC.
MAXIMUM HIT DICE TEMPORARY
+0 +4 Wisdom
+0 Charisma
41 1d10/3d8 Second Wind (Bonus Action—1/Short Rest). You
regain 1d10+1 hp.
CONDITIONAL
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
blacksmith who keeps a village in horseshoes and plow
blades to the mighty elf artisan whose diamond-tipped
Y
PROFI
✘
RT
EXPE
arrows of mithral have felled demon lords.
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
19 +0 Arcana (Int) Channel Divinity (1/Short Rest).
✘ +4 Athletics (Str) Resistances. Poison Turn Undead (Action—Channel Divinity). Each undead
INTELLIGENCE that can see or hear you within 30 feet of you must
+0 Deception (Cha)
make a Wisdom saving throw. If the creature fails its
+0 ✘ +6 Survival (Wis)
SKILLS
incorporate it into your body over the course of 1 hour,
during which you remain in contact with the armor. To
doff armor, you must spend 1 hour removing it. You can
must include some metal. The thing you create can be
something that is worth no more than 100 gp. As part
of this ritual, you must lay out metal, which can
rest while donning or doffing armor in this way.While include coins, with a value equal to the creation. The
10 16 PASSIVE PERCEPTION you live, your armor can’t be removed from your body metal irretrievably coalesces and transforms into the
against your will. creation at the ritual’s end, magically forming even
nonmetal parts of the creation. The ritual can create a
ADVANTAGE duplicate of a nonmagical item that contains metal,
such as a key, if you possess the original during the
INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS
ritual.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
At the very end of the war, before it was known if the armistice would hold , much less a lasting peace ; a small number
of Warforged were held back at the place of their creation , instead of going straight to the front lines. The purpose was
to see if advancements or improvements to them could be developed quickly , using ready-for-action Warforged as
I have my own ideas about what is and is not food, ready-made prototypes,
and I find the eating habits of those around me
fascinating, confusing, or revolting. HK-47 was one of these. And in addition to special training and improvements made for the purpose of combat, he was
I begin or end my day with small traditional rituals
that are unfamiliar to those around me. also chosen by the Clerics of Onatar, who helped develop the most advanced elements of warforged, to see what the
Warforged were truly capable of.
As time went on , and the peace held , HK-47 (or H.K. , as he came to be known) spent a great deal of time with the
PERSONALITY TRAITS
Clerics and eventually joined their order, with deep reverence for the powerful arcane forging that gave him not only life
, but great power.
Suspicious. I must be careful, for I have no way of After a time of peace , and following the Treaty of Thronehold in 996YK , HK-47 was told he was free to go live his life and
telling friend from foe here. (Any) do with it as he wished.
Suddenly thust out into a strange new world , he is now trying to find answers to what this new life would bring, and
IDEAL struggling with its meaning.
All while inexorably burdened with the duty he feels to make use of the gifts given to him.
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Crossbow, Light 1 5
Crossbow Bolt 20 1
Explorer’s Pack 1 10
[Plate] 1 65
[Glaive] 1 6
Reliquary 1 2
0 0 0 50 0
90 lb / 225 lb 450 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 7
Flame-like radiance descends on a creature that you can see within You point at one creature you can see within range, and the sound of You utter a divine word, and burning radiance erupts from you. Each
range. The target must succeed on a Dexterity saving throw or take a dolorous bell fills the air around it for a moment. The target must creature of your choice that you can see within range must succeed
1d8 radiant damage. The target gains no benefit from cover for this succeed on a Wisdom saving throw or take 1d8 necrotic damage. If on a Constitution saving throw or take 1d6 radiant damage.
saving throw. The spell’s damage increases by 1d8 when you reach the target is missing any of its hit points, it instead takes 1d12 The spell’s damage increases by 1d6 when you reach 5th level
5th level (2d8), 11th level (3d8), and 17th level (4d8). necrotic damage. (2d6), 11th level (3d6), and 17th level (4d6).
The spell’s damage increases by one die when you reach 5th level
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything Spellcasting (Cleric) Xanathar’s Guide to Everything
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 minute
RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather)
You speak a one-word command to a creature you can see within A creature of your choice that you can see within range regains hit You choose one object that you must touch throughout the casting of
range. The target must succeed on a Wisdom saving throw or follow points equal to 1d4 + your spellcasting ability modifier. This spell has the spell. If it is a magic item or some other magic-imbued object, you
the command on its next turn. The spell has no effect if the target is no effect on undead or constructs. learn its properties and how to use them, whether it requires
undead, if it doesn’t understand your language, or if your command At Higher Levels. When you cast this spell using a spell slot of 2nd attunement to use, and how many charges it has, if any. You learn
is directly harmful to it. Some typical commands and their effects level or higher, the healing increases by 1d4 for each slot level above whether any spells are affecting the item and what they are. If the
follow. You might issue a command other than one described here. If 1st. item was created by a spell, you learn which spell created it. If you
you do so, the DM determines how the target behaves. If the target instead touch a creature throughout the casting, you learn what
can’t follow your command, the spell ends. spells, if any, are currently affecting it.
Approach. The target moves toward you by the shortest and most
direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions. A flying
creature stays aloft, provided that it is able to do so. If it must move
to stay aloft, it flies the minimum distance needed to remain in the
air.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other
when you target them.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V
The next time you hit a creature with a melee weapon attack during A shimmering field appears and surrounds a creature of your choice You can blind or deafen a foe. Choose one creature that you can see
the spell’s duration, your weapon flares with white-hot intensity, and within range, granting it a +2 bonus to AC for the duration. within range to make a Constitution saving throw. If it fails, the target
the attack deals an extra 1d6 fire damage to the target and causes is either blinded or deafened (your choice) for the duration. At the
the target to ignite in flames. At the start of each of its turns until the end of each of its turns, the target can make a Constitution saving
spell ends, the target must make a Constitution saving throw. On a throw. On a success, the spell ends.
failed save, it takes 1d6 fire damage. On a successful save, the spells At Higher Levels. When you cast this spell using a spell slot of 3rd
ends. If the target or a creature within 5 feet of it uses an action to or higher, you can target one additional creature for each slot level
put out the flames, or if some other effect douses the flames (such as above 2nd.
the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the initial extra damage dealt by the attack increases
by 1d6 for each slot level above 1st.
Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Heat Metal Hold Person Magic Weapon
2nd-level transmutation 2nd-level enchantment 2nd-level transmutation
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 hour
COMPONENTS V, S, M (a piece of iron and a flame) COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V, S
Choose a manufactured metal object, such as a metal weapon or a Choose a humanoid that you can see within range. The target must You touch a nonmagical weapon. Until the spell ends, that weapon
suit of heavy or medium metal armor, that you can see within range. succeed on a Wisdom saving throw or be paralyzed for the duration. becomes a magic weapon with a +1 bonus to attack rolls and damage
You cause the object to glow red-hot. Any creature in physical At the end of each of its turns, the target can make another Wisdom rolls.
contact with the object takes 2d8 fire damage when you cast the saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 4th
spell. Until the spell ends, you can use a bonus action on each of your At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot
subsequent turns to cause this damage again. If a creature is holding level or higher, you can target on additional humanoid for each slot of 6th level or higher, the bonus increases to +3.
or wearing the object and takes the damage from it, the creature level above 2nd. The humanoids must be within 30 feet of each other
must succeed on a Constitution saving throw or drop the object if it when you target them.
can. If it doesn’t drop the object, it has disadvantage on attack rolls
and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot above 2nd.
Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Up to six creatures of your choice that you can see within range each You create a floating, spectral weapon within range that lasts for the
regain hit points equal to 2d8 + your spellcasting ability modifier. This duration or until you cast this spell again. When you cast the spell,
spell has no effect on undead or constructs. you can make a melee spell attack against a creature within 5 feet of
At Higher Levels. When you cast this spell using a spell slot of 3rd the weapon. On a hit, the target takes force damage equal to 1d8 +
level or higher, the healing increases by 1d8 for each slot level above your spellcasting ability modifier. As a bonus action on your turn, you
2nd. can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you
choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.
RANGE 5 ft RANGE 5 ft
ATTACK +4 vs AC ATTACK +4 vs AC
DAMAGE 1d8+2 slashing DAMAGE 1d10+2 slashing
Versatile Heavy, Reach, Two-Handed
Crossbow, Light Crossbow Bolt Explorer’s Pack
Weapons Ammunition Equipment Packs
Crossbow bolts are used with a crossbow to make a ranged Includes a backpack, a bedroll, a mess kit, a tinderbox, 10
attack. torches, 10 days of rations, and a waterskin. The pack also
has 50 feet of hempen rope strapped to the side of it.
5 lb. Player’s Handbook 1/20 lb. Player’s Handbook 10 lbs. Player’s Handbook
You can equip this item to “enable” it. It remains hidden Plate consists of shaped, interlocking metal plates to cover
from the inventory on your character sheet. the entire body. A suit of plate includes gauntlets, heavy
leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.
Reliquary
Spellcasting Focus
You were created to have remarkable fortitude, When you take a long rest, you must spend at least six Your body has built-in defensive layers, which can be
represented by the following benefits: hours in an inactive, motionless state, rather than sleeping. enhanced with armor:
• You have advantage on saving throws against being In this state, you appear inert, but it doesn’t render you • You gain a +1 bonus to Armor Class.
poisoned, and you have resistance to poison damage. unconscious, and you can see and hear as normal. • You can don only armor with which you have
• You don’t need to eat, drink, or breathe. proficiency. To don armor, you must incorporate it into
• You are immune to disease. your body over the course of 1 hour, during which you
• You don’t need to sleep, and magic can’t put you to remain in contact with the armor. To doff armor, you must
sleep. spend 1 hour removing it. You can rest while donning or
doffing armor in this way.
• While you live, your armor can’t be removed from your
body against your will.
Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War Warforged Eberron: Rising from the Last War
You have mastered techniques to take advantage of every You adopt a particular style of fighting as your specialty. While you are wearing armor, you gain a +1 bonus to AC.
drop in any enemy’s guard, gaining the following benefits: Choose one of the following options. You can’t take a
• When you hit a creature with an opportunity attack, Fighting Style option more than once, even if you later get
the creature’s speed becomes 0 for the rest of the turn. to choose again.
• Creatures provoke opportunity attacks from you even ARCHERY
if they take the Disengage action before leaving your reach. You gain a +2 bonus to attack rolls you make with ranged
• When a creature within 5 feet of you makes an attack weapons.
against a target other than you (and that target doesn’t DEFENSE
have this feat), you can use your reaction to make a melee While you are wearing armor, you gain a +1 bonus to AC.
weapon attack against the attacking creature. DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Additional Feat, Sentinel Player’s Handbook Fighter Player’s Handbook Fighting Style Player’s Handbook
You have a limited well of stamina that you can draw on to As a conduit for divine power, you can cast cleric spells. The gods of the forge are patrons of artisans who work with
CANTRIPS metal, from a humble blacksmith who keeps a village in
protect yourself from harm. On your turn, you can use a At 1st level, you know three cantrips of your choice from the cleric spell list.
bonus action to regain hit points equal to 1d10 + your You learn additional cleric cantrips of your choice at higher levels, as shown in horseshoes and plow blades to the mighty elf artisan whose
fighter level. the Cantrips Known column of the Cleric table. diamond-tipped arrows of mithral have felled demon lords. The
Once you use this feature, you must finish a short or long PREPARING AND CASTING SPELLS gods of the forge teach that, with patience and hard work,
The Cleric table shows how many spell slots you have to cast your cleric even the most intractable metal can be transformed from a
rest before you can use it again. spells of 1st level and higher. To cast one of these spells, you must expend a
slot of the spell’s level or higher. You regain all expended spell slots when you lump of ore to a beautifully wrought object. Clerics of these
finish a long rest. deities search for objects lost to the forces of darkness, liberate
You prepare the list of cleric spells that are available for you to cast, mines overrun by orcs, and uncover rare and wondrous
choosing from the cleric spell list. When you do so, choose a number of cleric materials necessary to create potent magic items. Followers of
spells equal to your Wisdom modifier + your cleric level (minimum of one these gods take great pride in their work, and they are willing
spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two to craft and use heavy armor and powerful weapons to protect
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can them. Deities of this domain include Gond, Reorx, Onatar,
include six spells of 1st or 2nd level, in any combination. If you prepare the Moradin, Hephaestus, and Goibhniu
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Preparing a new list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells. The power of your
spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for a cleric spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a cleric spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS
You can use a holy symbol as a spellcasting focus for your cleric spells.
Fighter Player’s Handbook Cleric Player’s Handbook Divine Domain Xanathar’s Guide to Everything
Channel Divinity Channel Divinity: Turn Undead Blessing of the Forge
Class Feature Class Feature Archetype Feature
At 2nd level, you gain the ability to channel divine energy As an action, you present your holy symbol and speak a At 1st level, you gain the ability to imbue magic into a
directly from your deity, using that energy to fuel magical prayer censuring the undead. Each undead that can see or weapon or armor. At the end of a long rest, you can touch
effects. You start with two such effects: Turn Undead and hear you within 30 feet of you must make a Wisdom saving one nonmagical object that is a suit of armor or a simple or
an effect determined by your domain. Some domains grant throw. If the creature fails its saving throw, it is turned for 1 martial weapon. Until the end of your next long rest or until
you additional effects as you advance in levels, as noted in minute or until it takes any damage. you die, the object becomes a magic item, granting a +1
the domain description. A turned creature must spend its turns trying to move as bonus to AC if it’s armor or a +1 bonus to attack and
When you use your Channel Divinity, you choose which far away from you as it can, and it can’t willingly move to a damage rolls if it’s a weapon.
effect to create. You must then finish a short or long rest to space within 30 feet of you. It also can’t take reactions. For Once you use this feature, you can’t use it again until you
use your Channel Divinity again. its action, it can use only the Dash action or try to escape finish a long rest.
Some Channel Divinity effects require saving throws. from an effect that prevents it from moving. If there’s
When you use such an effect from this class, the DC equals nowhere to move, the creature can use the Dodge action.
your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity
twice between rests, and beginning at 18th level, you can
use it three times between rests. When you finish a short
or long rest, you regain your expended uses.
Cleric Player’s Handbook Channel Divinity Player’s Handbook Forge Domain Xanathar’s Guide to Everything