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Veru

Veru is a Level 2 Githzerai Cleric of the War Domain, aligned with the deity Bahamut. He possesses various abilities including spellcasting, channeling divine power, and proficiency with martial weapons and heavy armor. His background as an Acolyte grants him respect within his faith community and the ability to perform religious ceremonies.

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Garadan
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0% found this document useful (0 votes)
11 views5 pages

Veru

Veru is a Level 2 Githzerai Cleric of the War Domain, aligned with the deity Bahamut. He possesses various abilities including spellcasting, channeling divine power, and proficiency with martial weapons and heavy armor. His background as an Acolyte grants him respect within his faith community and the ability to perform religious ceremonies.

Uploaded by

Garadan
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 2 Githzerai Cleric, War Domain 350

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Veru
Acolyte Neutral Good Bahamut Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Spellcasting (Cleric). You can cast cleric spells as


STRENGTH Chain Mail 18 rituals. You can prepare
%spell:prepare:count:cleric% spells from the cleric
PROFICIENCY BONUS +2
10
SHIELD
AC spell list. You can use a holy symbol as your
Shield spellcasting focus.
N
CIE C

+0 Strength Divine Domain.


Y
PROFI

+0 War Domain.
+0 Dexterity

+1 Constitution ARMOR CLASS Channel Divinity. Once per short rest


DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY Bonus Proficiencies. You gain proficiency with
10 ✘


+7 Wisdom

+2 Charisma
15 2d8 martial weapons and heavy armor.

CONDITIONAL
War Priest. When you use the Attack action, you
can make one weapon attack as a bonus action. You
+0 can use this feature %war priest:count% times /
long rest.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Channel Divinity: Guided Strike. When you make an
SAVING THROWS
attack roll, you can use your Channel Divinity to gain
12 N
CIE C

+0 Acrobatics (Dex)
SPEED
20ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
a +10 bonus to the roll.
Y
PROFI

RT

EXPE

+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +0 Arcana (Int)

+0 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

11 ✘
+0 History (Int)

+7 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
✘ +7 Medicine (Wis) Mental Discipline. You have advantage on saving
WISDOM
throws against the charmed and frightened
+0 Nature (Int) conditions.

20 +5 Perception (Wis)

+0 Performance (Cha)
Githzerai Psionics. You know the mage hand
cantrip, and the hand is invisible when you cast
✘ +2 Persuasion (Cha) the cantrip with this trait. Wisdom is your
+5 ✘ +2 Religion (Int)
spellcasting ability for this spell and you don't
require components.
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex)

10 +5 Survival (Wis)
SKILLS

+0 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Warhammer 5 ft +2 vs AC 1d8+0 bludgeoning
Versatile
FEATURES & TRAITS
Light Hammer 20/60 +2 vs AC 1d4+0 bludgeoning
Light, Thrown
Armor Proficiencies. Light Armor, Medium Armor,
Shield, Heavy Armor

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Gith

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'0" 100 lb.
GENDER AGE HEIGHT WEIGHT
Veru
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I can find common ground between the fiercest thing as channeling divine power.
enemies, empathizing with them and always working
toward peace. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
I see omens in every event and action. The gods try
to speak to us, we just need to listen your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Charity. I always try to help those in need, no matter


what the personal cost. (Good)

IDEAL

I would die to recover an ancient relic of my faith


that was lost long ago.

BOND

I judge others harshly, and myself even more


severely.

FLAW BACKGROUND STORY

Feature: Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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
[Warhammer] 1 2
[Chain Mail] 1 55
Light Hammer 1 2
Priest’s Pack 1 10
Emblem 1 —
[Shield] 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

75 lb / 150 lb 300 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Light Mage Hand Sacred Flame
Evocation Cantrip Conjuration Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 30 feet RANGE 60 feet
DURATION 1 hour DURATION 1 minute DURATION Instantaneous
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S COMPONENTS V, S

You touch one object that is no larger than 10 feet in any dimension. A spectral, floating hand appears at a point you choose within range. Flame-like radiance descends on a creature that you can see within
Until the spell ends, the object sheds bright light in a 20-foot radius The hand lasts for the duration or until you dismiss it as an action. range. The target must succeed on a Dexterity saving throw or take
and dim light for an additional 20 feet. The light can be colored as The hand vanishes if it is ever more than 30 feet away from you or if 1d8 radiant damage. The target gains no benefit from cover for this
you like. Completely covering the object with something opaque you cast this spell again. saving throw. The spell’s damage increases by 1d8 when you reach
blocks the light. The spell ends if you cast it again or dismiss it as an You can use your action to control the hand. You can use the hand 5th level (2d8), 11th level (3d8), and 17th level (4d8).
action. to manipulate an object, open an unlocked door or container, stow or
If you target an object held or worn by a hostile creature, that retrieve an item from an open container, or pour the contents out of
creature must succeed on a Dexterity saving throw to avoid the spell. a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Cleric) (Cleric) Player’s Handbook Githzerai Psionics (Githzerai) Player’s Handbook Spellcasting (Cleric) (Cleric) Player’s Handbook

Word of Radiance Divine Favor Shield of Faith


Evocation Cantrip 1st-level evocation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 5 feet RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, M (a holy symbol) COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)

You utter a divine word, and burning radiance erupts from you. Each Your prayer empowers you with divine radiance. Until the spell ends, A shimmering field appears and surrounds a creature of your choice
creature of your choice that you can see within range must succeed your weapon attacks deal and extra 1d4 radiant damage on a hit. within range, granting it a +2 bonus to AC for the duration.
on a Constitution saving throw or take 1d6 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).

Spellcasting (Cleric) (Cleric) Xanathar’s Guide to Everything War Domain (Cleric) Player’s Handbook War Domain (Cleric) Player’s Handbook
Warhammer Chain Mail Light Hammer
Weapons Armor Weapons

Made of interlocking metal rings, chain mail includes a


layer of quilted fabric worn underneath the mail to prevent
chafing and to cushion the impact of blows. The suit
includes gauntlets.

2 lb. Player’s Handbook 55 lb. Player’s Handbook 2 lb. Player’s Handbook

Priest’s Pack Emblem Shield


Equipment Packs Spellcasting Focus Armor

Includes a backpack, a blanket, 10 candles, a tinderbox, an A holy symbol is a representation of a god or pantheon. It A shield is made from wood or metal and is carried in one
alms box, 2 blocks of incense, a censer, vestments, 2 days might be an amulet depicting a symbol representing a hand. Wielding a shield increases your Armor Class by 2.
of rations, and a waterskin. deity, the same symbol carefully engraved or inlaid as an You can benefit from only one shield at a time.
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

10 lbs. Player’s Handbook — Player’s Handbook 6 lb. Player’s Handbook

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