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Gromir Stonewhisper

Gromir Stonewhisper is a Level 4 Cleric with a background as an Acolyte, belonging to the Dwarf race with the Mark of Warding. He is Lawful Good, has a maximum of 35 hit points, and possesses various spells and abilities including Channel Divinity and Ritual Casting. His skills include proficiency in Wisdom and Intelligence checks, and he has a range of equipment including a Warhammer and heavy armor.

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0% found this document useful (0 votes)
25 views6 pages

Gromir Stonewhisper

Gromir Stonewhisper is a Level 4 Cleric with a background as an Acolyte, belonging to the Dwarf race with the Mark of Warding. He is Lawful Good, has a maximum of 35 hit points, and possesses various spells and abilities including Channel Divinity and Ritual Casting. His skills include proficiency in Wisdom and Intelligence checks, and he has a range of equipment including a Warhammer and heavy armor.

Uploaded by

nguptakaripto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Cleric 4 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Gromir Stonewhisper
Dwarf - Mark of Warding Lawful Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH
18 -1 25
2 2 PROFICIENCY BONUS

14 PERSONALITY TRAITS

Hit Point Maximum 35

DEXTERITY
2 Strength

-1 -1
3
Dexterity CURRENT HIT POINTS

Constitution
8 2 Intelligence IDEALS

4 Wisdom

CONSTITUTION 3 Charisma
TEMPORARY HIT POINTS

3 SAVING THROWS

16 -1 Acrobatics (Dex) BONDS


2 Animal Handling (Wis)
INTELLIGENCE 2 Arcana (Int)

2 2
1
Athletics (Str)
Deception (Cha) NAME ATK DAMAGE/TYPE

4 History (Int) Warhammer (T… +4 1d10+2 Bludge…


14
4 Insight (Wis)
FLAWS
Guiding Bolt +4 4d6 Radiant
1 Intimidation (Cha)
WISDOM
2 Investigation (Int)
Prayer of Healing 2d8+2 Healing
2 2
2
Medicine (Wis)
Nature (Int) Blindness Deaf… DC12
Ritual Casting

Eyes of Night
14 2 Perception (Wis)
ATTACKS & SPELLCASTING Vigilant Blessing
1 Performance (Cha)
3 Persuasion (Cha) Channel Divinity: Twilight Sanctuary
CHARISMA
4 Religion (Int)
15 Speed

1 -1 Sleight of Hand (Dex)


CP SP EP GP PP
Stonecunning
-1 Stealth (Dex)
1 Prayer Book Dwarven Resilience
12 2 Survival (Wis)
1 Holy Symbol Darkvision
SKILLS 5 Stick of Incense
Warder's Intuition
1 Vestments
Wards and Seals
1 Belt Pouch
12 PASSIVE WISDOM (PERCEPTION)
Spells of the Mark
1 Warhammer
1 Chain Mail Shelter of the Faithful

TOOL: Mason's Tools EQUIPMENT Channel Divinity

LANGUAGE: Common, Draconic, Dwarvish, Gnomish Channel Divinity: Turn Undead


ARMOR: Heavy Armor, Light Armor, Medium Armor,
Spell slots
Shields
FEATURES & TRAITS
WEAPON: Handaxe, Light Hammer, Martial Weapons,
Simple weapons, Warhammer

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE
CP SP EP GP PP
Total: 1 Total:
1
1 Explorer's Pack CHANNEL DIVINITY

1 Shield
1 Common Clothes
Total: Total:
1 Backpack

ATTACKS & SPELLCASTING 1 Bedroll


1 Mess Kit
1 Tinderbox
10 Torch
Total: Total:
10 Rations
1 Waterskin
1 Hempen Rope

EQUIPMENT
WISDOM 12 4

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Guidance

Word of Radiance

Toll the Dead 4 0 7 0


Thaumaturgy

5 0 8 0
1 4

Shield of Faith

Command 9 0
Guiding Bolt
Alarm

Mage Armor
2 3 Arcane Lock

Prayer of Healing

Blindness Deafness
FEATURES & TRAITS
Ritual Casting Dwarven Resilience Channel Divinity
You can cast a cleric spell as a ritual if that spell has You have advantage on saving throws against poison, At 2nd level, you gain the ability to channel divine
the ritual tag and you have the spell prepared. and you have resistance against poison damage energy directly from your deity, using that energy to
fuel magical effects. You start with two such effects:
Eyes of Night Darkvision Turn Undead and an effect determined by your
Starting at 1st level, you can see through the deepest Accustomed to life underground, you have superior domain. Some domains grant you additional effects
gloom. You have darkvision out to a range of 300 vision in dark and dim conditions. You can see in dim as you advance in levels, as noted in the domain
feet. In that radius, you can see in dim light as if it light within 60 feet of you as if it were bright light, and description. When you use your Channel Divinity, you
were bright light and in darkness as if it were dim in darkness as if it were dim light. You can’t discern choose which effect to create. You must then finish a
light. As an action, you can magically share the color in darkness, only shades of gray. short or long rest to use your Channel Divinity again.
darkvision of this feature with willing creatures you Some Channel Divinity effects require saving throws.
can see within 10 feet of you, up to a number of When you use such an effect from this class, the DC
Warder's Intuition
creatures equal to your Wisdom modifier (minimum of equals your cleric spell save DC. Beginning at 6th
Whenever you make an Intelligence (Investigation)
one creature). The shared darkvision lasts for 1 hour. level, you can use your Channel Divinity twice
check or an Ability Check involving Thieves' Tools,
Once you share it, you can't do so again until you between rests, and beginning at 18th level. you can
you can roll a d4 and add the number rolled to the
finish a long rest, unless you expend a spell slot of use it three times between rests. When you finish a
total ability check.
any level to share it again. short or long rest, you regain your expended uses.

Wards and Seals


Vigilant Blessing Channel Divinity: Turn Undead
You can cast the Alarm and Mage Armor spells with
At 1st level, the night has taught you to be vigilant. As As an action, you present your holy symbol and
this trait. Starting at 3rd level, you can also cast the
an action, you give one creature you touch (including speak a prayer censuring the Undead. Each Undead
Arcane Lock spell with it. Once you cast either spell
possibly yourself) advantage on the next initiative roll that can see or hear you within 30 feet of you must
with this trait, you can't cast that spell again until you
the creature makes. This benefit ends immediately make a Wisdom saving throw. If the creature fails its
finish a Long Rest. Intelligence is your Spellcasting
after the roll or if you use this feature again. saving throw, it is turned for 1 minute or until it takes
Ability for these spells, and you don't require material
any damage. A turned creature must spend its turns
components when you cast them with this trait.
trying to move as far away from you as it can, and it
Channel Divinity: Twilight Sanctuary
can’t willingly move to a space within 30 feet of you. It
At 2nd level, you can use your Channel Divinity to Spells of the Mark also can’t take reactions. For its action, it can use
refresh your allies with soothing twilight. As an action, If you have the Spellcasting or Pact Magic class only the Dash action or try to escape from an effect
you present your holy symbol, and a sphere of twilight feature, the spells on the Mark of Warding Spells that prevents it from moving. If there’s nowhere to
emanates from you. The sphere is centered on you, table are added to the spell list of your Spellcasting move, the creature can use the Dodge action.
has a 30-foot radius, and is filled with dim light. The class.
sphere moves with you, and it lasts for 1 minute or
Spell slots
until you are incapacitated or die. Whenever a
Shelter of the Faithful You can renew the spells you know every long rest
creature (including you) ends its turn in the sphere,
As an acolyte, you command the respect of those
you can grant that creature one of these benefits: You
who share your faith, and you can perform the
grant it temporary hit points equal to 1d6 plus your
religious ceremonies of your deity. You and your
cleric level. You end one effect on it causing it to be
adventuring companions can expect to receive free
charmed or frightened.
healing and care at a temple, shrine, or other
established presence of your faith, though you must
Speed
provide any material components needed for spells.
Your speed is not reduced by wearing heavy armor. Those who share your religion will support you (but
only you) at a modest lifestyle. You might also have
Stonecunning ties to a specific temple dedicated to your chosen
Whenever you make an Intelligence (History) check deity or pantheon, and you have a residence there.
related to the origin of stonework, you are considered This could be the temple where you used to serve, or
proficient in the History skill and add double your a temple where you have found a new home. While
proficiency bonus to the check, instead of your normal near your temple, you can call upon the priests for
proficiency bonus. assistance, provided the assistance you ask for is not
hazardous and you remain in good standing with your
temple.
SPELLS
Guidance Thaumaturgy Command
Divination cantrip Transmutation cantrip Enchantment 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet Range: 60 feet
Target: One willing creature Target: Target: A creature you can see within range
Components: V S Components: V Components: V
Duration: ConcentrationUp to 1 minute Duration: upto 1 minute Duration: 1 round
Description: Description: Description:
You touch one willing creature. Once before the spell You manifest a minor wonder, a sign of supernatural You speak a one-word command to a creature you
ends, the target can roll a d4 and add the number power, within range. You create one of the following can see within range. The target must succeed on a
rolled to one ability check of its choice. It can roll the magical effects within range: Your voice booms up to Wisdom saving throw or follow the command on its
die before or after making the ability check. The spell three times as loud as normal for 1 minute. You cause next turn. The spell has no effect if the target is
then ends. flames to flicker, brighten, dim, or change color for 1 undead, if it doesn’t understand your language, or if
minute. You cause harmless tremors in the ground for your command is directly harmful to it. Some typical
Word of Radiance 1 minute. You create an instantaneous sound that commands and their effects follow. You might issue a
Evocation cantrip originates from a point of your choice within range, command other than one described here. If you do
Casting Time: 1 action such as a rumble of thunder, the cry of a raven, or so, the GM determines how the target behaves. If the
Range: 5 feet ominous whispers. You instantaneously cause an target can’t follow your command, the spell ends.
Target: unlocked door or window to fly open or slam shut. Approach. The target moves toward you by the
Components: V S M You alter the appearance of your eyes for 1 minute. If shortest and most direct route, ending its turn if it
Duration: Instantaneous you cast this spell multiple times, you can have up to moves within 5 feet of you. Drop. The target drops
Description: three of its 1-minute effects active at a time, and you whatever it is holding and then ends its turn. Flee.
You utter a divine word, and burning radiance erupts can dismiss such an effect as an action. The target spends its turn moving away from you by
from you. Each creature of your choice that you can the fastest available means. Grovel. The target falls
see within range must succeed on a Constitution Shield of Faith prone and then ends its turn. Halt. The target doesn’t
saving throw or take 1d6 radiant damage. Abjuration 1 move and takes no actions. A flying creature stays
At Higher Levels: The spell’s damage increases by Casting Time: 1 bonus action aloft, provided that it is able to do so. If it must move
1d6 when you reach 5th level (2d6), 11th level (3d6), Range: 60 feet to stay aloft, it flies the minimum distance needed to
and 17th level (4d6). Target: A creature of your choice within range remain in the air.
Components: V S M At Higher Levels: When you cast this spell using a
Toll the Dead Duration: ConcentrationUp to 10 minutes spell slot of 2nd level or higher, you can affect one
Necromancy cantrip Description: additional creature for each slot level above 1st. The
Casting Time: 1 action A shimmering field appears and surrounds a creature creatures must be within 30 feet of each other when
Range: 60 feet of your choice within range, granting it a +2 bonus to you target them.
Target: AC for the duration.
Components: V S Guiding Bolt
Duration: Instant Evocation 1
Description: Casting Time: 1 action
You point at one creature you can see within range, Range: 120 feet
and the sound of a dolorous bell fills the air around it Target: A creature of your choice within range
for a moment. The target must succeed on a Wisdom Components: V S
saving throw or take 1d8 necrotic damage. If the Duration: 1 round
target is missing any of its hit points, it instead takes Description:
1d12 necrotic damage. A flash of light streaks toward a creature of your
At Higher Levels: The spell’s damage increases by choice within range. Make a ranged spell attack
one die when you reach 5th level (2d8 or 2d12), 11th against the target. On a hit, the target takes 4d6
level (3d8 or 3d12), and 17th level (4d8 or 4d12). radiant damage, and the next attack roll made against
this target before the end of your next turn has
advantage, thanks to the mystical dim light glittering
on the target until then.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
Prayer of Healing Alarm Arcane Lock
Evocation 2 Abjuration 9 (ritual) Abjuration 9
Casting Time: 10 minutes Casting Time: 1 minute Casting Time: 1 action
Range: 30 feet Range: 30 feet Range: Touch
Target: Up to six creatures of your choice that you Target: Target:
can see within range Components: V S M Components: V S M
Components: V Duration: 8 hours Duration: Until dispelled
Duration: Instantaneous Description: Description:
Description: You set an alarm against unwanted intrusion. Choose You touch a closed door, window, gate, chest, or
Up to six creatures of your choice that you can see a door, a window, or an area within range that is no other entryway, and it becomes locked for the
within range each regain hit points equal to 2d8 + larger than a 20-foot cube. Until the spell ends, an duration. You and the creatures you designate when
your spellcasting ability modifier. This spell has no alarm alerts you whenever a tiny or larger creature you cast this spell can open the object normally. You
effect on undead or constructs. touches or enters the warded area. When you cast can also set a password that, when spoken within 5
At Higher Levels: When you cast this spell using a the spell, you can designate creatures that won’t set feet of the object, suppresses this spell for 1 minute.
spell slot of 3rd level or higher, the Healing increases off the alarm. You also choose whether the alarm is Otherwise, it is impassable until it is broken or the
by 1d8 for each slot level above 2nd. mental or audible. A mental alarm alerts you with a spell is dispelled or suppressed. Casting Knock on
ping in your mind if you are within 1 mile of the the object suppresses Arcane Lock for 10 minutes.
Blindness Deafness warded area. This ping awakens you if you are While affected by this spell, the object is more difficult
Necromancy 2 sleeping. An audible alarm produces the sound of a to break or force open; the DC to break it or pick any
Casting Time: 1 action hand bell for 10 seconds within 60 feet. locks on it increases by 10.
Range: 30 ft
Target: Mage Armor
Components: V Abjuration 9
Duration: 1 minute Casting Time: 1 action
Description: Range: Touch
You can blind or deafen a foe. Choose one creature Target:
that you can see within range to make a Constitution Components: V S M
saving throw. If it fails, the target is either blinded or Duration: 8 hours
deafened (your choice) for the duration. At the end of Description:
each of its turns, the target can make a Constitution You touch a willing creature who isn’t wearing armor,
saving throw. On a success, the spell ends. At Higher and a protective magical force surrounds it until the
Levels: When you cast this spell using a spell slot of spell ends. The target’s base AC becomes 13 + its
3rd level or higher, you can target one additional Dexterity modifier. The spell ends if the target dons
creature for each slot level above 2nd. armor or if you dismiss the spell as an action.

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