Grave Cleric 4, monk 1 Custom
CLASS & LEVEL BACKGROUND PLAYER NAME
Annatir
Eladrin (spring) Caotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
17 +3 30
8 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
-1 PERSONALITY TRAITS
Hit Point Maximum 38
-1 Strength
DEXTERITY
16
+3
+2
Dexterity
Constitution
38
CURRENT HIT POINTS IDEALS
-1 Intelligence
+3 +7 Wisdom
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
+3 Acrobatics (Dex) Total 5d8 SUCCESSES
+2 Animal Handling (Wis)
+4
5 FAILURES
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +2 Athletics (Str)
8 +1
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
ºUnarmored defense.
Insight (Wis)
Whip +6 1d4+3 ºUnarmed strike.
-1 +4
ºCircle of mortality: improved spare the dying.
+1 Intimidation (Cha) Dagger +6 1d4+3 ºEyes of the grave: as an action you know
the location of any undead within 60 feet of
WISDOM -1 Investigation (Int) you that isn't behind total cover and that isn't
● +7 Medicine (Wis)
Punch +6 1d4+3 protected from divination magic, wis/day.
18 ● +2 Nature (Int)
ºChannel Divinity: 1 use
-Path to the Grave: action, choose one
+7 Perception (Wis) creature in 30 feet, the next time you or an
+4 ally of yours hits the cursed creature with an
+1 Performance (Cha) attack, the creature has vulnerability to all of
● +4 Persuasion (Cha) that attack's damage, and then the curse
CHARISMA ends.
-1 Religion (Int) -Turn undead: action, each undead that can
12 +6 Sleight of Hand (Dex) see or hear you within 30 feet of you must
make a Wisdom saving throw. If the creature
+3 Stealth (Dex) fails its saving throw, it is turned for 1 minute
+1 +4 Survival (Wis) or until it takes any damage. It can't willingly
move to a space within 30 feet of you. It also
SKILLS ATTACKS & SPELLCASTING can't take reactions. For its action, it can use
only the Dash action or try to escape from an
effect that prevents it from moving. If there's
14 PASSIVE WISDOM (PERCEPTION) nowhere to move, the creature can use the
CP
2 ropes Dodge action.
2 harness ºDarkvision 60 ft
ºFey Ancestry: advantage on saving throw to
SP
whip avoid charmed condition on yourself.
dagger ºFey step: 30 ft, can tp an ally because of
spring, pb/day.
EP holy simbol ºTrance: You don't need to sleep, and magic
chain can't put you to sleep. You can finish a long
rest in 4 hours if you spend those hours in a
GP trancelike meditation, during which you retain
consciousness. Can change season. Can
acquire 2 proficiencies in weapon or tool
PP after the rest.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
ADDITIONAL FEATURES & TRAITS
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wis 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Guidance
Mending
Sacred Flame
Thaumaturgy
Spare the dying (bonus action, 30 feet)
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 0 7
EPAR
SPELL NAME
ED
PR
Command
Cure wounds
4
Healing word
Shield of faith
SPELLS KNOWN
Bane
False life
2 3 0
Aid
Misty step (pb/day, can tp allies)
Prayer of healing
5
Spiritual weapon
Warding bond
9
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.