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Nikos Character Sheet

hoja de personaje lvl 4 dnd 2024
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0% found this document useful (0 votes)
313 views3 pages

Nikos Character Sheet

hoja de personaje lvl 4 dnd 2024
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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SIZE

Niko
character name
TYLER JACOBSON

Hermit
background
Cleric
class 4 Medium

Human Life Domain level


species subclass INITIATIVE

ARMOR HIT POINTS HIT DICE DEATH


+0
CLASS SAVES

14 temp spent successes


SPEED

shield 35 4d8 30 feet


current max max failures

WEAPON ATTACKS

Name Atk Bonus Damage & Type Notes

Niko’s Mace +4 1d6 + 2 Bludgeoning

PROFICIENCY BONUS INTELLIGENCE

+2 −1 8
EQUIPMENT

score
Niko’s Mace
modifier
Breastplate
−1 Saving Throw Healer’s Kit
STRENGTH
+3 Arcana Holy Symbol (Amulet)
+2 14
−1 History Priest’s Pack
−1 Investigation
score
modifier −1 Nature
+2 Saving Throw +5 Religion

+2 Athletics
WISDOM

DEXTERITY
+4 18
+0 10 modifier
score

modifier
score +6 Saving Throw

+0 Saving Throw +4 Animal Handling


+6 Insight Magic Item Attunement
+0 Acrobatics
+6 Medicine Niko’s Mace
+0 Sleight of Hand
+6 Perception
+0 Stealth
+4 Survival

CONSTITUTION
CHARISMA

+1 13 +2 LANGUAGES Common
14
score
modifier score
modifier
+1 Saving Throw EQUIPMENT TRAINING & PROFICIENCIES COINS
+4 Saving Throw
armor Light Medium Heavy Shields
+2 Deception training CP SP EP GP PP
HEROIC proficiencies
INSPIRATION +2 Intimidation 2
+2 Performance Simple Weapons, Herbalism Kit
+4 Persuasion

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Niko

Human Traits Cleric Class Features


As a Human, you have these special traits. Level 1: Spellcasting
Resourceful. You gain Heroic Inspiration when- You have learned to cast spells through prayer and
ever you finish a Long Rest. meditation.
Skillful. You gain proficiency in one skill of your Cantrips. You know five Cleric cantrips from the
choice. (This is included above.) Cleric spell list.
Versatile. You gain an Origin feat of your choice. Spell Slots. You have four level 1 spell slots and
Skilled is recommended. (This is included above.) three level 2 spell slots for your level 1+ spells. You
regain all expended spell slots when you finish a
Feats Long Rest.
Ability Score Improvement Prepared Spells of Level 1+. You prepare the list of
General Feat (Prerequisite: Level 4+) level 1+ spells that are available for you to cast with
this feature. To do so, choose seven spells of level 1
Increase one ability score of your choice by 2, or
or level 2.
increase two ability scores of your choice by 1. This
If another Cleric feature gives you spells that
feat can’t increase an ability score above 20. (This is
you always have prepared, those spells don’t count
included above.)
against the number of spells you can prepare with
Repeatable. You can take this feat more than once.
this feature, but those spells otherwise count as
Cleric spells for you.
AHealer Changing Your Prepared Spells. Whenever you
Origin Feat finish a Long Rest, you can change your list of pre-
pared spells, replacing any of the spells there with
You gain the following benefits. other Cleric spells for which you have spell slots.
Battle Medic. If you have a Healer’s Kit, you can Spellcasting Ability. Wisdom is your spellcasting
expend one use of it and tend to a creature within ability for your Cleric spells.
5 feet of yourself as a Utilize action. That creature Spellcasting Focus. You can use a Holy Symbol as a
can expend one of its Hit Point Dice, and you then Spellcasting Focus for your Cleric spells.
roll that die. The creature regains a number of Hit
Points equal to the roll plus your Proficiency Bonus. Spell DC: 14 Spell Attack Modifier: +6
Healing Rerolls. Whenever you roll a die to deter-
mine the number of Hit Points you restore with a Cantrips (At Will)
spell or with this feat’s Battle Medic benefit, you can Spell School Special*
reroll the die if it rolls a 1, and you must use the new Guidance Divination C
roll.
Light Evocation —
ATough Sacred Flame Evocation —
Thaumaturgy Transmutation —
Origin Feat Toll the Dead Necromancy —
Your Hit Point maximum increases by an amount
equal to twice your character level when you gain Level 1 Cleric Spells (Slots: 4)
this feat. Whenever you gain a character level
Spell School Special*
thereafter, your Hit Point maximum increases by an
additional 2 Hit Points. (This is included above.) Bless (always prepared) Enchantment C, M
Cure Wounds (always Abjuration —
prepared)
Detect Magic Divination C, R
Guiding Bolt Evocation —
Healing Word Abjuration —
Shield of Faith Abjuration C

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Niko

Level 2 Cleric Spells (Slots: 3) its save, it has the Frightened and Incapacitated
Spell School Special* conditions for 1 minute. For that duration, it tries
to move as far from you as it can on its turns. This
Aid (always prepared) Abjuration — effect ends early on the creature if it takes any dam-
Lesser Restoration (always Abjuration — age, if you have the Incapacitated condition, or if
prepared) you die.
Prayer of Healing Abjuration —
Level 3: Disciple of Life
Protection from Poison Abjuration — When a spell you cast with a spell slot restores Hit
Spiritual Weapon Evocation C Points to a creature, that creature regains addi-
*In the Special column, C means the spell requires Concentration, tional Hit Points on the turn you cast the spell. The
R means it’s a Ritual, and M means it requires a specific Material additional Hit Points equal 2 plus the spell slot’s
component.
level.
Level 1: Divine Order Level 3: Life Domain Spells
You have dedicated yourself to the following sacred
Your connection to this divine domain ensures you
role.
always have certain spells ready. (At your Cleric
Thaumaturge. You know one extra cantrip from
level, you always have the Aid, Bless, Cure Wounds,
the Cleric spell list (included above). In addition,
and Lesser Restoration spells prepared.)
your mystical connection to the divine gives you
a bonus to your Intelligence (Arcana or Religion) Level 3: Preserve Life
checks. The bonus equals your Wisdom modifier As a Magic action, you present your Holy Symbol
(minimum of +1). (This is also included above.) and expend a use of your Channel Divinity to evoke
healing energy that can restore a number of Hit
Level 2: Channel Divinity Points equal to five times your Cleric level. Choose
You can channel divine energy directly from the
Bloodied creatures within 30 feet of yourself
Outer Planes to fuel magical effects. You start with
(which can include you), and divide those Hit Points
two such effects: Divine Spark and Turn Undead,
among them. This feature can restore a creature to
each of which is described below. Each time you use
no more than half its Hit Point maximum.
this class’s Channel Divinity, choose which Channel
Divinity effect from this class to create. Level 4: Ability Score Improvement
You can use this class’s Channel Divinity twice. You gain the Ability Score Improvement feat or
You regain one of its expended uses when you finish another feat of your choice for which you qualify.
a Short Rest, and you regain all expended uses when (This is included above.)
you finish a Long Rest.
If a Channel Divinity effect requires a saving Equipment
throw, the DC equals the spell save DC from this
class’s Spellcasting feature.
Niko’s Mace
Weapon (Mace), Very Rare (Requires Attunement by a
Divine Spark. As a Magic action, you point your
Spellcaster)
Holy Symbol at another creature you can see within
30 feet of yourself and focus divine energy at it. This Mace has 6 charges and regains 1d6 expended
Roll 1d8 and add your Wisdom modifier. You either charges daily at dawn. While holding the Mace, you
restore Hit Points to the creature equal to that total can expend 1 of its charges to cast Summon Celestial
or force the creature to make a Constitution saving (+9 to hit with spell attacks).
throw. On a failed save, the creature takes Necrotic
or Radiant damage (your choice) equal to that to-
tal. On a successful save, the creature takes half as
much damage (round down).
Turn Undead. As a Magic action, you present your
Holy Symbol and censure Undead creatures. Each
Undead of your choice within 30 feet of you must
make a Wisdom saving throw. If the creature fails

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PERMISSION IS GRANTED TO PHOTOCOPY THIS PAGE FOR PERSONAL USE.

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