Post by at on Mar 1, 2015 18:55:21 GMT -5
Bishop
Male Human Hermit Cleric 2 (Bahamut)
Lawful Good
Strength: 16 (+3)
Dexterity : 10 (+0)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)
Size: Medium
Height: 6' 3"
Weight: 230 lb
XP: 300? / ? (was 61)
Maximum Hit Points: 18
Speed: 30 feet
Armor Class: 19 = 10 + 6 [splint] + 2 [steel 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: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 5 = + 2 [proficiency] + 3 [wisdom]
Charisma save: + 1 = + 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]
Greatsword [+5 to hit; 2d6+3 slashing, Two-Handed]
Crossbow [+2 to hit; 1d8 piercing, Range 80/320, 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; AC 17; max dex + 0; stealth disadvantage; 55 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 5 Cleric spells daily, and cast 3 spells each day.
-Fog Cloud [domain spell]
-Thunderwave [domain spell]
-Bless
-Guiding Bolt
-Healing Word
-Sanctuary
-Cure Wounds
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
Warhammer
Splint mail
Crossbow, 19 bolts
Heavy cloak (as robes)
Common clothes
Hermit notes (book)
Winter blanket
Holy symbol
Herbalism Kit (proficient)
Potion of Healing
Potion of Greater Healing
Explorers pack
-backpack
-bedroll
-mess kit
-tinderbox
-10 torches
-10 days rations
-waterskin
-50' hemp rope
1 CP
6 SP
4 GP
Male Human Hermit Cleric 2 (Bahamut)
Lawful Good
Strength: 16 (+3)
Dexterity : 10 (+0)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 16 (+3)
Charisma: 8 (-1)
Size: Medium
Height: 6' 3"
Weight: 230 lb
XP: 300? / ? (was 61)
Maximum Hit Points: 18
Speed: 30 feet
Armor Class: 19 = 10 + 6 [splint] + 2 [steel 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: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 5 = + 2 [proficiency] + 3 [wisdom]
Charisma save: + 1 = + 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]
Greatsword [+5 to hit; 2d6+3 slashing, Two-Handed]
Crossbow [+2 to hit; 1d8 piercing, Range 80/320, 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; AC 17; max dex + 0; stealth disadvantage; 55 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 5 Cleric spells daily, and cast 3 spells each day.
-Fog Cloud [domain spell]
-Thunderwave [domain spell]
-Bless
-Guiding Bolt
-Healing Word
-Sanctuary
-Cure Wounds
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
Warhammer
Splint mail
Crossbow, 19 bolts
Heavy cloak (as robes)
Common clothes
Hermit notes (book)
Winter blanket
Holy symbol
Herbalism Kit (proficient)
Potion of Healing
Potion of Greater Healing
Explorers pack
-backpack
-bedroll
-mess kit
-tinderbox
-10 torches
-10 days rations
-waterskin
-50' hemp rope
1 CP
6 SP
4 GP