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Alech

The document outlines a character sheet for a cleric named Alech, who is a level 3 noble with specific attributes, skills, and abilities. It details the character's stats, including strength, dexterity, and various saving throws, as well as features and traits related to their cleric class. Additionally, it includes information on spellcasting, personality traits, and character appearance.

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nfck6662010
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0% found this document useful (0 votes)
10 views3 pages

Alech

The document outlines a character sheet for a cleric named Alech, who is a level 3 noble with specific attributes, skills, and abilities. It details the character's stats, including strength, dexterity, and various saving throws, as well as features and traits related to their cleric class. Additionally, it includes information on spellcasting, personality traits, and character appearance.

Uploaded by

nfck6662010
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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cleric 3 noble percy

CLASS & LEVEL BACKGROUND PLAYER NAME


alech
meowstic
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +2 30ft
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 30


0 Strength
DEXTERITY

+2
+2

+2
Dexterity
Constitution
30
CURRENT HIT POINTS IDEALS
+2 Intelligence

15 ● +6 Wisdom
● +4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
+2 Acrobatics (Dex) Total 3d8 SUCCESSES
15 Animal Handling (Wis)
+4
d8 FAILURES
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

+2 ●
+4

+4
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

15 +4 Insight (Wis)
+2 Intimidation (Cha)

WISDOM +2 Investigation (Int)


+4 Medicine (Wis)
+4 +2 Nature (Int)
+4 Perception (Wis)
18
+2 Performance (Cha)
● +4 Persuasion (Cha)
CHARISMA
+2 Religion (Int)
+2 +2 Sleight of Hand (Dex)
+2 Stealth (Dex)
15 +4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
3"2
AGE HEIGHT WEIGHT
alech
CHARACTER NAME EYES SKIN HAIR

Psychic Dam: You have advantage on saving throws


to resist being charmed or frightened

Unnerving: You have proficiency in the intimidation NAME


skill

Stored Energy: Your psionic restraint gives you a well


of stored energy, taking the form of d6s, that you can
spend on your other racial features. You have a number
of stored energy equal to double your proficiency bonus.
You regain all expended stored energy at the end of a
long rest. When you expend Stored Energy, the
maximum number that you can spend at once is equal
to your proficiency modifier.

Limited Telekinesis: You can cast the Mage Hand


cantrip. When you do so with this feature, the mage
hand is invisible.

Psycho Crush: As an action, you can open your ears


and unleash your devastating psychic power. Choose
how much stored energy to spend on this feature
(minimum 1.) Each creature in a 20 foot cone
originating from you must make a wisdom saving throw
(DC is equal to 8 + your proficiency bonus + your
intelligence modifier.) On a failed save, a creature takes
psychic damage equal to a roll of the Stored Energy you
spent, or half as much on a successful save.

Defensive Discipline
Reflective Psionics: When you or a creature that you
can see within 30 feet of you is hit by an attack, you can
use your reaction to expend stored energy and extend a
psychic field to defend them. The protected creature
gains a bonus to AC equal to the number of stored
energy dice spent.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start
Bonus Cantrip with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you
When you choose this domain at 1st level, advance in levels, as noted in the domain description.
you gain the Light cantrip if you don't already When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your
know it. This cantrip doesnt count against Channel Divinity again.
the number of cleric cantrips you know.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell
save DC.
Warding Flare
Also at 1st level, you can interpose divine Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three
light between yourself and an attacking times between rests. When you finish a short or long rest, you regain your expended uses.
enemy. When you are attacked by a creature Channel Divinity: Turn Undead
within 30 feet of you that you can see, you As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within
can use your reaction to impose 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any
damage.
disadvantage on the attack roll, causing light
to flare before the attacker before it hits or A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30
misses. An attacker that can't be blinded is feet of you. It also 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 nowhere to move, the creature can use the Dodge action.
immune to this feature.
Harness Divine Power (Optional)
You can use this feature a number of times At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter
a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
equal to your Wisdom modifier (a minimum The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice;
of once). You regain all expended uses when and 18th level, thrice. You regain all expended uses when you finish a long rest.
you finish a long rest.

Channel Divinity: Radiance of the Dawn ADDITIONAL FEATURES & TRAITS


Starting at 2nd level, you can use your
Channel Divinity to harness sunlight,
banishing darkness and dealing radiant
damage to your foes.

As an action, you present your holy symbol,


and any magical darkness within 30 feet of
you is dispelled. Additionally, each hostile
creature within 30 feet of you must make a
Constitution saving throw. A creature takes
radiant damage equal to 2d10 + your cleric
level on a failed saving throw, and half as
much damage on a successful one. A
creature that has total cover from you is not
affected.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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