Post by at on Oct 31, 2014 4:53:16 GMT -5
Bishop
Male Human Hermit Cleric 1
Lawful Good
Strength: 16 (+3)
Dexterity : 10 (+0)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 12 (+1)
Size: Medium
Height: 6' 3"
Weight: 230 lb
Maximum Hit Points: 11
Speed: 30 feet
Armor Class: 19 = 10 + 7 [splint mail] + 2 [steel shield]
(or 17 without shield)
Proficiency bonus: +2
Initiative modifier: + 0 = + 0 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [strength]
Attack (missile / finesse): + 2 = + 2 [proficiency]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 0
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 5 = + 2 [proficiency] + 3 [wisdom]
Charisma save: + 3 = + 2 [proficiency] + 1 [charisma]
Insight (passive): 15 (20 with advantage)
Perception (passive): 15 (20 with advantage)
Languages: Common, Celestial, Primordial
Heavy armour master: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
Unarmed strike [+5 to hit; 1+3 bludgeoning]
Warhammer [+5 to hit; 1d8+3 bludgeoning]
Silvered Greatsword [+5 to hit; 2d6+3 slashing, Two-Handed]
Heavy Crossbow [+2 to hit; 1d10 piercing, Range 100/400, Two-Handed]
(Normally, it takes an action to reload a crossbow. You can load and fire a crossbow using the same action, but you take disadvantage for that attack.)
Splint mail [heavy; + 7 AC; max dex + 0; stealth disadvantage; 60 lb.]
Steel Shield [+2 AC; 6 lb.]
Carry: 240 lb maximum
At cleric level 1, you know 3 cleric cantrips.
-Guidance
-Sacred Flame
-Light
Your level and wisdom allow you to prepare 4 Cleric spells daily.
-Fog Cloud [domain spell]
-Thunderwave [domain spell]
-Bless
-Guiding Bolt
-Healing Word
-Sanctuary
Cleric:
Proficient in using a healer kit.
Ritual caster.
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Level 2: Channel Divinity (1 use between short rests)
Channel Divinity -- Turn Undead
Level 4: Four cantrips
Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
Level 6: Channel Divinity (2 uses between short rests)
Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed
Level 10: Five cantrips
Level 10: Divine Intervention once a week -- percent chance.
Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed
Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed
Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed
Level 18: Channel Divinity (3 uses between short rests)
Level 20: Divine Intervention once a week -- succeeds automatically.
Tempest Cleric (domain)
Domain spells.
Proficient with martial weapons and heavy armor.
If you are struck, use your reaction to do 2d8 thunder or lightning damage, half on dexterity save. Wis bonus times per long rest?
Level 2: Channel Divinity -- Destructive wrath. Use this to do maximum thunder or lightning damage rather than rolling damage.
Level 6: When you do lightning damage to a large or smaller creature, can also push it 10 feet away.
Level 8: Add 1d8 thunder damage once per turn to weapon damage.
Level 14: Add 2d8 thunder damage once per turn to weapon damage.
Level 17: Stormborn -- can fly when you are out of doors.
Hermit:
Proficient in using a herbalism kit
-I was the caretaker of an ancient ruin/relic
-I discovered ... (secret of DM's choice)
-Personality - I often get lost in my own thoughts, oblivious to my surroundings
-Ideal - if you know yourself, there is nothing left to know
Silvered greatsword
Warhammer
Heavy Crossbow, 40 bolts
Small knife
Silver Dagger
Split mail
Backpack
Winter blanket
Heavy cloak (as robes)
Common clothes, x2
Belt pouch
12 days rations
Waterskin, x2
Hermit notes (book)
Inkpen and ink
Whetstone
Steel mirror
Vial x2
Hooded lamp
Oil (5 flasks)
A glass pipe that blows odd colored bubbles
Holy symbol (silver)
Holy symbol (mundane)
Spell component pouch x2
Herbalism Kit (proficient)
Healer kit (proficient)
Riding Horse
Riding Saddle
Saddlebags
Bit and Bridle
Hide barding
12 days feed
Explorer's pack & grappling hook (on horse)
Blanket (for horse
32gp
Male Human Hermit Cleric 1
Lawful Good
Strength: 16 (+3)
Dexterity : 10 (+0)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 12 (+1)
Size: Medium
Height: 6' 3"
Weight: 230 lb
Maximum Hit Points: 11
Speed: 30 feet
Armor Class: 19 = 10 + 7 [splint mail] + 2 [steel shield]
(or 17 without shield)
Proficiency bonus: +2
Initiative modifier: + 0 = + 0 [dexterity]
Attack (handheld / thrown): + 5 = + 2 [proficiency] + 3 [strength]
Attack (missile / finesse): + 2 = + 2 [proficiency]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 0
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 5 = + 2 [proficiency] + 3 [wisdom]
Charisma save: + 3 = + 2 [proficiency] + 1 [charisma]
Insight (passive): 15 (20 with advantage)
Perception (passive): 15 (20 with advantage)
Languages: Common, Celestial, Primordial
Heavy armour master: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
Skill Name | Key Ability | Skill Modifier | Ability Modifier | Trained? | Misc. Modifier |
Acrobatics | Dex | 0 = | +0 | ||
Animal Handling | Wis | 3 = | +3 | ||
Arcana | Int | 0 = | +0 | ||
Athletics | Str | 5 = | +3 | + 2 | |
Deception | Cha | 1 = | +1 | ||
History | Int | 0 = | +0 | ||
Insight | Wis | 5 = | +3 | + 2 | |
Intimidation | Cha | 1 = | +1 | ||
Investigation | Int | 0 = | +0 | ||
Medicine | Wis | 5 = | +3 | + 2 | |
Nature | Int | 0 = | +0 | ||
Perception | Wis | 5 = | +3 | + 2 | |
Performance | Cha | 1 = | +1 | ||
Persuasion | Cha | 1 = | +1 | ||
Religion | Int | 2 = | +0 | + 2 | |
Sleight of Hand | Dex | 0 = | +0 | ||
Stealth | Dex | 0 = | +0 | ||
Survival | Wis | 3 = | +3 |
Unarmed strike [+5 to hit; 1+3 bludgeoning]
Warhammer [+5 to hit; 1d8+3 bludgeoning]
Silvered Greatsword [+5 to hit; 2d6+3 slashing, Two-Handed]
Heavy Crossbow [+2 to hit; 1d10 piercing, Range 100/400, Two-Handed]
(Normally, it takes an action to reload a crossbow. You can load and fire a crossbow using the same action, but you take disadvantage for that attack.)
Splint mail [heavy; + 7 AC; max dex + 0; stealth disadvantage; 60 lb.]
Steel Shield [+2 AC; 6 lb.]
Carry: 240 lb maximum
At cleric level 1, you know 3 cleric cantrips.
-Guidance
-Sacred Flame
-Light
Your level and wisdom allow you to prepare 4 Cleric spells daily.
-Fog Cloud [domain spell]
-Thunderwave [domain spell]
-Bless
-Guiding Bolt
-Healing Word
-Sanctuary
Cleric:
Proficient in using a healer kit.
Ritual caster.
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Level 2: Channel Divinity (1 use between short rests)
Channel Divinity -- Turn Undead
Level 4: Four cantrips
Level 5: Destroy Undead -- if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
Level 6: Channel Divinity (2 uses between short rests)
Level 8: Destroy Undead -- if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed
Level 10: Five cantrips
Level 10: Divine Intervention once a week -- percent chance.
Level 11: Destroy Undead -- if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed
Level 14: Destroy Undead -- if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed
Level 17: Destroy Undead -- if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed
Level 18: Channel Divinity (3 uses between short rests)
Level 20: Divine Intervention once a week -- succeeds automatically.
Tempest Cleric (domain)
Domain spells.
Proficient with martial weapons and heavy armor.
If you are struck, use your reaction to do 2d8 thunder or lightning damage, half on dexterity save. Wis bonus times per long rest?
Level 2: Channel Divinity -- Destructive wrath. Use this to do maximum thunder or lightning damage rather than rolling damage.
Level 6: When you do lightning damage to a large or smaller creature, can also push it 10 feet away.
Level 8: Add 1d8 thunder damage once per turn to weapon damage.
Level 14: Add 2d8 thunder damage once per turn to weapon damage.
Level 17: Stormborn -- can fly when you are out of doors.
Hermit:
Proficient in using a herbalism kit
-I was the caretaker of an ancient ruin/relic
-I discovered ... (secret of DM's choice)
-Personality - I often get lost in my own thoughts, oblivious to my surroundings
-Ideal - if you know yourself, there is nothing left to know
Silvered greatsword
Warhammer
Heavy Crossbow, 40 bolts
Small knife
Silver Dagger
Split mail
Backpack
Winter blanket
Heavy cloak (as robes)
Common clothes, x2
Belt pouch
12 days rations
Waterskin, x2
Hermit notes (book)
Inkpen and ink
Whetstone
Steel mirror
Vial x2
Hooded lamp
Oil (5 flasks)
A glass pipe that blows odd colored bubbles
Holy symbol (silver)
Holy symbol (mundane)
Spell component pouch x2
Herbalism Kit (proficient)
Healer kit (proficient)
Riding Horse
Riding Saddle
Saddlebags
Bit and Bridle
Hide barding
12 days feed
Explorer's pack & grappling hook (on horse)
Blanket (for horse
32gp