Bob, a generic cleric
**Race:** Human\\
Height: Human\\
Weight: Human\\
Hair: Human\\
Eyes: Human\\
Age: Human\\
\\
**Background:** Acolyte\\
You have spent your life in the service of a temple to a specific god or pantheon of gods.\\
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?\\
\\
**Personality Trait:** \\
I see omens in every event and action. The gods try to speak to us, we just need to listen\\
I quote (or misquote) sacred texts and proverbs in almost every situation.\\
**Ideal:** \\
Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)\\
**Bond:** \\
I would die to recover an ancient relic of my faith that was lost long ago (Specific relic seems to be the idea).\\
**Flaw:** \\
My piety sometimes leads me to blindly trust those that profess faith in my god.\\
\\
**Shelter of the Faithful:** \\
As an acolyte, you command the respect of those who share your faith, and you can perform the religious cerem onies 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 w ho 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.\\
\\
Languages:\\
- Common and one additional of your choice (Human)\\
- Two of your choice (From Acolyte)
- Common, Elven, Dwarven, Gnome
\\ Cleric Background Stuffs: \\ Once you’ve chosen a deity, consider your cleric's relationship to that god. \\ Did you enter this service willingly? \\ Or did the god choose you, impelling you into service with no regard for your wishes? \\ How do the temple priests of your faith regard you: \\ as a champion or a troublemaker? What are your ultimate goals? \\ Does your deity have a special task in mind for you? \\ Or are you striving to prove yourself worthy of a great quest?
====== Class Overview ======
^Lvl ^Class ^Prof ^Class Features |
^1 |Cleric |+2 |Spellcasting, Divine Domain, Human Feat (//Elemental Adept (Fire)//) |
^2 |Cleric |+2 |Channel Divinity (1/rest), Warding Flare |
^3 |Cleric |+2 |- |
^4 |Cleric |+2 |Ability Score Improvement (Wis) |
^5 |Cleric |+3 |Destroy Undead (CR ½) |
^6 |Cleric |+3 |Channel Divinity (2/rest), Improved Flare |
^7 |Cleric |+3 |- |
^8 |Cleric |+3 |Ability Score Improvement (Wis), Destroy Undead (CR 1), Potent Spell Casting |
^9 |Cleric |+4 |- |
====== Attributes ======
^ ^Total ^Race ^lvl ^Original |
^STR |8 | | |8 |
^DEX |14 | | |14 |
^CON |14 |+1 | |13 |
^INT |10 | | |10 |
^WIS |20 |+1 |+4 |15 |
^CHA |12 | | |12 |
^ Hitpoints |
|**Saves:** \\ \\ -1 Str \\ +2 Dex \\ +2 Con \\ +0 Int \\ +9 Wis (P) \\ +5 Cha (P) **HP:** 61 \\ \\ 8 (Cleric1) \\ 5*7 (Cleric2-9) \\ 2*9 (CON) |
====== Features ======
^**Cleric:** ||
|Light+Medium Armor Proficiency ||
|Shield Proficiency ||
|Simple Weapon Proficiency ||
|Spellcasting: |As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. |
|Cantrips: |You know four cantrips of your choice from the cleric spell list. |
|Divine Domain: |Gain access to 1 divine domain, along with bonus features and bonus spells known. |
|Channel Divinity: |• You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. \\ • When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. \\ • Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. |
|Channel Divinity (Turn Undead): |As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC 17). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. \\ •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 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. |
|Destroy Undead: |When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold. |
====== Skills ======
^Total ^Skill ^Attr ^Proficiency |
|-2 |**Acrobatics** |(Dex) | |
|+1 |**Animal Handling** |(Cha) | |
|+0 |**Arcana** |(Int) | |
|-1 |**Athletics** |(Str) | |
|+1 |**Deception** |(Cha) | |
|+0 |**History** |(Int) | |
|+9 |**Insight** |(Wis) |+4 (Acolyte) |
|+1 |**Intimidation** |(Cha) | |
|+0 |**Investigation** |(Int) | |
|+9 |**Medicine** |(Wis) |+4 (Cleric) |
|+0 |**Nature** |(Int) | |
|+9 |**Perception** |(Wis) |+4 (Human) |
|+1 |**Performance** |(Cha) | |
|+5 |**Persuasion** |(Cha) |+4 (Cleric) |
|+9 |**Religion** |(Wis) |+4 (Acolyte) |
|+2 |**Sleight of Hand** |(Dex) | |
|+2 |**Stealth** |(Dex) | |
|+5 |**Survival** |(Wis) | |
====== Combat Stats ======
^ Melee Attack |
|**ATK:** +3 \\ +4 (Prof) -1 (Str) **DMG:** 1d6-1 \\ 1d6 (Club) -1 (Str) |
^ Ranged Attack |
|+4 (Prof) +2 (Dex) **DMG:** 1d8+2 \\ 1d8 (Light Crossbow) +2 (Dex) |
^ Defense |
|**AC:** 16 (18 with shield) \\ 10 (Base) +4 (Armor) +2 (Dex) +0-2 (Shield) \\ |
====== Feat Descriptions ======
^**Elemental Adept:** ||
|Prerequisite: |The ability to cast at least one spell |
|Benefit: |When you gain this feat, choose one of the following damage types: acid, cold, **fire**, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. |
====== Light Domain ======
**Bonus Spells:** \\ • 1st //Burning Hands, Faerie Fire.// \\ • 3rd //Flaming Sphere, Scorching Ray.// \\ • 5th //Daylight, Fireball.// \\ • 7th //Guardian of Faith, Wall of Fire.//
**Bonus Cantrip:** \\ You gain the light cantrip if you don’t already know it.
**Warding Flare:** \\ You can interpose divine light between yourself and an attacking enemy. \\ When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. \\ An attacker that can’t be blinded is immune to this feature. \\ You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.
**Channel Divinity:** \\ **Radiance of the Dawn:** \\ 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 (DC 8+wis+prof = 15). \\ A creature takes radiant damage equal to 2d10 + your cleric level (2d10+9) 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.
**Improved Flare:** \\ You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
**Potent Spell casting:** \\ You add your Wisdom modifier to the damage you deal with any cleric cantrip.
====== Spells ======
**Cantrips Known:** 4 + //Light// \\ Guidance Divination cantrip - (Minor bonus to next ability check) \\ Light Evocation cantrip - (Make something shiny) \\ Resistance Abjuration cantrip - (Minor bonus to next saving throw) \\ Sacred Flame Evocation cantrip - (Smite evildoers with righteous fire… dealing radiant damage) \\ - Sacred flame deals 2d8+5 damage at this level with this cleric, DEX saving throw DC 17 for half, no benefit from cover on this saving throw \\ Thaumaturgy Transmutation cantrip - (Do weird things)
**Preparing Spells:** \\ You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. \\ When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level. (total of 14) Domain spells comes freely prepared each day. \\ The spells must be of a level for which you have spell slots. \\ **Ritual Casting:** \\ You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
**Spell Slots per day:** \\ //The spells you can cast each day.// \\ lvl 1: 4 \\ lvl 2: 3 \\ lvl 3: 3 \\ lvl 4: 3 \\ lvl 5: 1
====== Equipment ======
Tool Proficiencies: None
Equipment
• Cleric
- (a) a mace or (b) a warhammer (if proficient)
- Mace (5 gp) (Dam 1d6 bludgeoning) (Weight 4 lb.) (Simple)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- Scale mail (50 gp) (AC 14 + Dex modifier (max 2)) (Stealth Disadvantage) (Weight 45 lb.)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- Light Crossbow (25 gp) (dam 1d8 piercing) (weight 5 lb.) (range 80/320) (properties Ammunition, loading, two-handed)
- (a) a priest’s pack or (b) an explorer’s pack
- A shield and a holy symbol
- Shield (10 gp) (Ac +2) (Weight 6 lb.)
- Holy symbol: (Amulet 5 gp 1 lb.) or (Emblem 5 gp —) or (Reliquary 5 gp 2 lb.)
• Priest’s Pack
- backpack
- blanket
- 10 candles
- tinderbox
- alms box
- 2 blocks of incense
- censer
- vestments
- 2 days of rations
- waterskin.
• Acolyte
- Holy symbol (a gift to you when you entered the priesthood)
- Prayer book or prayer wheel
- 5 sticks of incense
- Vestments
- Common clothes
- Belt pouch containing 15 gp
• Bought
- 1000 total gp to spend on items
- Potion of healing (50 gp) (weight 1/2 lb.)
- Rations (1 day) 5 sp 2 lb.
- Bedroll 1 gp 7 lb.
- Spell components - depends on your spells
- Half plate (750 gp) (ac 15 + Dex modifier (max 2)) (Stealth Disadvantage) (40 lb.)
- Alchemist’s fire (flask) 50 gp 1 lb.
- Holy water (flask) 25 gp 1 lb.
- Rope, silk (50 feet) 10 gp 5 lb.
- Rope, hempen (50 feet) 1 gp 10 lb.
- Soap 2 cp —
- Tent, two-person 2 gp 20 lb.
- Mess kit 2 sp 1 lb.
- Quarterstaff (2 sp) (dam 1d6 bludgeoning) (4 lb.) (Props: Versatile (1d8))
Mounts/Beast of Burden
Camel 50 gp 50 ft. 480 lb.
Donkey or mule 8 gp 40 ft. 420 lb.
Elephant 200 gp 40 ft. 1,320 lb.
Horse, draft 50 gp 40 ft. 540 lb.
Horse, riding 75 gp 60 ft. 480 lb.
Mastiff 25 gp 40 ft. 195 lb.
Pony 30 gp 40 ft. 225 lb.
Bit and bridle 2 gp 1 lb.
Carriage 100 gp 600 lb.
Cart 15 g p 200 lb.
Wagon 35 gp 400 lb.
Feed (per day) 5 cp 10 lb.
Saddle, Exotic 60 gp 40 lb.
Saddle, Military 20 gp 30 lb.
Saddle, Pack 5 gp 15 lb.
Saddle, Riding 10 gp 25 lb.
Saddlebags 4 gp 8 lb.
Left this for the player to toy with, the items put here should are considered suggestions, so the choice can be made either quickly or slowly.
Also note the low str of the character, so be careful when loading tons of equipment on board.
Potion of Healing.
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points.
Drinking or administering a potion takes an action.
Alchemist’s Fire.
This sticky, adhesive fluid ignites when exposed to air.
As an action, you can throw this flask up to 20 feet, shattering it on impact.
Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon.
On a hit, the target takes 1d4 fire damage at the start of each of its turns.
A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Holy Water.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.
In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon.
If the target is a fiend or undead, it takes 2d6 radiant damage.
Scrapped Starter Items:
None yet.
\\