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Horgär, o Encouraçado

Horgär is a Level 9 Human Cleric of the Order Domain, with a Neutral Good alignment and a focus on spellcasting and support abilities. He possesses various magical items, including Arcane Propulsion Armor and a Sentinel Shield, enhancing his combat and spellcasting capabilities. His character background highlights his extensive knowledge of the multiverse, making him a master researcher in lore and magic.

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igorbr0702
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0% found this document useful (0 votes)
15 views7 pages

Horgär, o Encouraçado

Horgär is a Level 9 Human Cleric of the Order Domain, with a Neutral Good alignment and a focus on spellcasting and support abilities. He possesses various magical items, including Arcane Propulsion Armor and a Sentinel Shield, enhancing his combat and spellcasting capabilities. His character background highlights his extensive knowledge of the multiverse, making him a master researcher in lore and magic.

Uploaded by

igorbr0702
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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Level 9 Human Cleric, Order Domain 63950

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Horgär, O Encouraçado
Sage Neutral Good Tyr Igor
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Observant. If you can see a creature’s mouth while it is


STRENGTH Arcane Propulsion Armor (Plate) 20 speaking a language you understand, you can interpret
what it’s saying by reading its lips.You have a +5 bonus to
PROFICIENCY BONUS +4
19
SHIELD your passive Perception and passive Investigation scores.
AC
Sentinel Shield
War Caster. You have advantage on Constitution saving
N
CIE C throws that you make to maintain your concentration on a
+4 Strength
Y
PROFI

spell when you take damage.You can perform the somatic


+4 components of spells even when you have weapons or a
+2 Dexterity
shield in one or both hands.When a hostile creature’s
+4 Constitution ARMOR CLASS movement provokes an opportunity attack from you, you
DEXTERITY can use your reaction to cast a spell at the creature, rather
+1 Intelligence than making an opportunity attack. The spell must have a
MAXIMUM HIT DICE TEMPORARY

14
casting time of 1 action and must target only that
✘ +9 Wisdom
84 9d8 creature.
✘ +7 Charisma
CONDITIONAL
Spellcasting. You can cast cleric spells as rituals. You can
prepare 14 spells from the cleric spell list. You can use a
+2 holy symbol as your spellcasting focus.
CURRENT HIT POINTS Channel Divinity (2/Short Rest).
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS Turn Undead (Action—Channel Divinity). Each undead

19 SPEED FLY CLIMB SWIM that can see or hear you within 30 feet of you must make
N
CIE C
a Wisdom saving throw. If the creature fails its saving
+2 Acrobatics (Dex) 35ft. 0ft. 0ft. 0ft.
Y
PROFI

throw, it is turned for 1 minute or until it takes any


RT

EXPE

VISION INSPIRATION EXHAUSTION damage.A turned creature must spend its turns trying to
+5 Animal Handling (Wis) move as far away from you as it can, and it can’t willingly
+4 ✘ +5 Arcana (Int) move to a space within 30 feet of you. It also can’t take
reactions. For its action, it can use only the Dash action or
+4 Athletics (Str) try to escape from an effect that prevents it from moving.
INTELLIGENCE If there’s nowhere to move, the creature can use the
+3 Deception (Cha) Dodge action.

12 ✘


+5 History (Int)
+9 Insight (Wis)
Destroy Undead. When an undead of CR 1 or lower fails
its saving throw against your Turn Undead feature, the
creature is instantly destroyed.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int) Voice of Authority. If you cast a spell with a spell slot of
1st level or higher and target an ally with the spell, that
+5 Medicine (Wis) ally can use their reaction immediately after the spell to
WISDOM make one weapon attack against a creature of your choice
+1 Nature (Int) that you can see. If the spell targets more than one ally,

20 ✘ +9 Perception (Wis)
you choose the ally who can make the attack.

+3 Performance (Cha) Order’s Demand (Action—Channel Divinity). You present


your holy symbol, and each creature of your choice that
+3 Persuasion (Cha) can see or hear you within 30 feet of you must succeed on
+5 ✘ +5 Religion (Int)
a Wisdom saving throw or be charmed by you until the
end of your next turn or until the charmed creature takes
+2 Sleight of Hand (Dex) any damage. You can also cause any of the charmed
CHARISMA
creatures to drop what they are holding when they fail the
+2 Stealth (Dex) saving throw.

16 ✘ +9 Survival (Wis)
SKILLS
Embodiment of the Law (5/Long Rest). If you cast a spell
of the enchantment school using a spell slot of 1st level or
higher, you can change the spell’s casting time to 1 bonus
action for this casting, provided the spell’s casting time is
+3 24 PASSIVE PERCEPTION
normally 1 action.
Divine Strike. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack
ADVANTAGE

to deal an extra 1d8 psychic damage to the target.
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Arpão da Tempestade 10 ft +10 vs AC 1d10+5 piercing + 2d6 lightning + 1d8 psychic

FEATURES & TRAITS


Eldritch Blast 120 ft +10 vs AC 1d10+2 force

Toll the Dead 60 ft CD = 16 2d8+2 / 2d12+2 Armor Proficiencies. Light Armor, Medium Armor,
Shield, Heavy Armor

Weapon Proficiencies. Warhammer, Simple


Weapons

Tool Proficiencies. –

Languages. Common, Celestial, Orc, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 254 1.82 95kg
GENDER AGE HEIGHT WEIGHT
Horgär, O Encouraçado Castanho Cinza Branco
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

BACKGROUND FEATURE

A small cloth doll skewered with needles

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Sentinel Shield. While holding this shield, you have
Plate 1 65 [Sentinel Shield] 1 6 advantage on initiative rolls and Wisdom (Perception)
Warhammer (Holy Symbol) 1 2 [Arcane Propulsion Armor (Plate)] 1 65 checks. The shield is emblazoned with a symbol of an
Backpack 1 5 Pike +1 1 18 eye.
[Amulet of the Devout, +2] 1 1
[Headband of Intellect] 1 — Amulet of the Devout, +2. This amulet bears the symbol
[Gauntlets of Ogre Power] 1 — of a deity inlaid with precious stones or metals. While
[Amulet of Health] 1 — you wear the holy symbol, you gain a +2 bonus to spell
Bag of Holding 1 15 attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel
Divinity feature without expending one of the feature’s
uses. Once this property is used, it can’t be used again
until the next dawn.

Headband of Intellect. Your Intelligence score is 19 while


you wear this headband. It has no effect on you if your
Intelligence is 19 or higher without it.

Gauntlets of Ogre Power. Your Strength score is 19


while you wear these gauntlets. They have no effect on
you if your Strength is 19 or higher without them.
ATTUNED MAGIC ITEMS 4 / 3
Amulet of Health. Your Constitution score is 19 while
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb you wear this amulet. It has no effect on you if your
Constitution is 19 or higher without it.

Arcane Propulsion Armor (Plate). The armor is made


of adamantine with an alloy of mithral, i.e.
confers the benefits of both metals. Furthermore,
you also get 60 feet of flying speed and
When you're falling, you can use your reaction to
continue flying or land on your feet.

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 300 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

183 lb / 285 lb 570 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

Backpack Bag of Holding


STORED ITEM # lb. STORED ITEM # lb.
Waterskin 1 5 Bedroll 1 7
Rope, Hempen (50 feet) 1 10 Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 13 26
Potion of Greater Healing 3 1.5

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +11 19 14

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Order Domain

CANTRIPS Guidance Light


Thaumaturgy Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Command (Always Prepared) ● Heroism (Always Prepared)
Bane Bless Ceremony
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
Purify Food and Drink Sanctuary Shield of Faith

2ND LEVEL 3 SPELL SLOTS ● Hold Person (Always Prepared) ● Zone of Truth (Always Prepared)
Aid Augury Blindness/Deafness
Borrowed Knowledge Calm Emotions Continual Flame
Enhance Ability Find Traps Gentle Repose
Lesser Restoration Locate Object Prayer of Healing
Protection from Poison Silence Spiritual Weapon
Warding Bond

3RD LEVEL 3 SPELL SLOTS ● Mass Healing Word (Always Prepared) ● Slow (Always Prepared)
Animate Dead Beacon of Hope Bestow Curse
Clairvoyance Create Food and Water Daylight
Dispel Magic Fast Friends Feign Death
Glyph of Warding Incite Greed Life Transference
Magic Circle Meld into Stone Motivational Speech
Protection from Energy Remove Curse Revivify
Sending Speak with Dead Spirit Guardians
Spirit Shroud Tongues Water Walk

4TH LEVEL 3 SPELL SLOTS ● Compulsion (Always Prepared) ● Locate Creature (Always Prepared)
Banishment Control Water Death Ward
Divination Freedom of Movement Guardian of Faith
Stone Shape

5TH LEVEL 1 SPELL SLOTS ● Commune (Always Prepared) ● Dominate Person (Always Prepared)
Contagion Dawn Dispel Evil and Good
Flame Strike Geas Greater Restoration
Hallow Holy Weapon Insect Plague
Legend Lore Mass Cure Wounds Planar Binding
Raise Dead Scrying Summon Celestial
Plate Warhammer (Holy Symbol) Sentinel Shield
Armor Weapons Armor

Plate consists of shaped, interlocking metal plates to cover While holding this shield, you have advantage on initiative
the entire body. A suit of plate includes gauntlets, heavy rolls and Wisdom (Perception) checks. The shield is
leather boots, a visored helmet, and thick layers of padding emblazoned with a symbol of an eye.
underneath the armor. Buckles and straps distribute the
weight over the body.

65 lb. Player’s Handbook 2 lb. Player’s Handbook 6 lb. Dungeon Master’s Guide

Amulet of the Devout, +2 Headband of Intellect Gauntlets of Ogre Power


Wondrous Items Wondrous Items Wondrous Items

This amulet bears the symbol of a deity inlaid with precious Your Intelligence score is 19 while you wear this headband. Your Strength score is 19 while you wear these gauntlets.
stones or metals. While you wear the holy symbol, you gain It has no effect on you if your Intelligence is 19 or higher They have no effect on you if your Strength is 19 or higher
a +2 bonus to spell attack rolls and the saving throw DCs of without it. without them.
your spells.
While you wear this amulet, you can use your Channel
Divinity feature without expending one of the feature’s
uses. Once this property is used, it can’t be used again until
the next dawn.

1 lb. Tasha’s Cauldron of Everything 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Amulet of Health Bag of Holding Backpack


Wondrous Items Wondrous Items Adventuring Gear

Your Constitution score is 19 while you wear this amulet. It This bag has an interior space considerably larger than its A backpack is a leather pack carried on the back, typically
has no effect on you if your Constitution is 19 or higher outside dimensions, roughly 2 feet in diameter at the with straps to secure it. A backpack can hold 1 cubic foot/
without it. mouth and 4 feet deep. The bag can hold up to 500 30 pounds of gear.
pounds, not exceeding a volume of 64 cubic feet. The bag You can also strap items, such as a bedroll or a coil of
weighs 15 pounds, regardless of its contents. Retrieving an rope, to the outside of a backpack.
item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill forth,
unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
up to a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after which time
they begin to suffocate.
Placing a bag of holding inside an extradimensional space
created by a handy haversack, portable hole, or similar item
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is
sucked through it to a random location on the Astral Plane.
The gate then closes. The gate is one-way only and can't be
reopened.

0 lb. Dungeon Master’s Guide 15 lb. Dungeon Master’s Guide 5 lb. Player’s Handbook
Bedroll Mess Kit Tinderbox
Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire.
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

7 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Torch Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
melee attack with a burning torch and hit, it deals 1 fire
damage.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook

Rope, Hempen (50 feet) Potion of Greater Healing Wind Rose Armor
Adventuring Gear Potions Armor

Rope, whether made of hemp or silk, has 2 hit points and You regain 4d4 + 4 hit points when you drink this potion. The wearer of this armor gains these benefits:
can be burst with a DC 17 Strength check. Whatever its potency, the potion’s red liquid glimmers • The wearer's walking speed increases by 5 feet.
when agitated. • The armor includes gauntlets, each of which is a magic
melee weapon that can be wielded only when the hand is
holding nothing. The wearer is proficient with the
gauntlets, and each one deals 1d8 force damage on a hit
and has the thrown property, with a normal range of 20
feet and a long range of 60 feet. When thrown, the
gauntlet detaches and flies at the attack's target, then
immediately returns to the wearer and reattaches.
• The armor can't be removed against the wearer's will.
• If the wearer is missing any limbs, the armor replaces
those limbs-hands, arms, feet, legs, or similar appendages.
The replacements function identically to the body parts
they replace.

10 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide 65 lb. Tasha’s Cauldron of Everything
Pike +1
Weapons

You have a +1 bonus to attack and damage rolls made with


this magic weapon.

18 lb. Dungeon Master’s Guide

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