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Dorn - Half Orc Cleric

half orc cleric

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0% found this document useful (0 votes)
198 views8 pages

Dorn - Half Orc Cleric

half orc cleric

Uploaded by

corsairlord
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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1 Cleric (War Domain) Alan


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Dorn/Hammer of Torm LEVEL & CLASS PLAYER NAME

Folk Hero half orc Add: 300


CHARACTER NAME BACKGROUND RACE
I trained peasantry to fight a tyrant with farm tools EXPERIENCE Next Level

F AC DESCRIPTION
+3 STR +1 INT
PRO

16 Armor Chain Mail

8 +2 18
Set Max HP
STRENGTH 0 DEX +5 WIS
2 Shield shield

+3 +3 CON
RESISTANCES
0 CHA
MAXIMUM
HIT POINTS
PROFICIENCY
BONUS
ARMOR
CLASS
0 Dex Medium Armor Heavy Armor
Magic
16 Misc
Temporary Hit Points: Misc
DEXTERITY
0 ARMOR

0 CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

10 SUCCESSES LEVEL DIE USED ENCUMBERED


Show 2nd DC
1 d8+3 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 13 ABILITY
SAVE DC
WISDOM

+3
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
0 Light Medium Heavy Shields

PRO
PRO

Acrobatics (Dex)
16 +5 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+1 Arcana (Int) > War Priest 3 LR
INTELLIGENCE +3 Athletics (Str) > Relentless Endurance 1 LR LANGUAGES TOOLS & OTHERS

+1
-2 Deception (Cha) > Common Type of artisan's tool
+1 History (Int) > Orc Vehicles (land)
+5 Insight (Wis)
13
>
0 Intimidation (Cha) >

+1 Investigation (Int) >


WISDOM
+5 Medicine (Wis) >

+3 +1 Nature (Int) LIMITED FEATURES SR LR Dawn PROFICIENCIES


+3 Perception (Wis)
16 -2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-2 Persuasion (Cha) > War Priest (with Attack action)


< <

CHARISMA +1 Religion (Int) > < <

-2 0 Sleight of Hand (Dex) > < <

0 Stealth (Dex) [disadv.] > < <

+5 Survival (Wis) > < <


7 > < <
Tool
SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

13 PASSIVE WISDOM (PERCEPTION) Warhammer Str Melee +5 1d8+3 Bludgeoning


>
Versatile (1d10)
DESCRIPTION
Darkvision 60 ft
Light Crossbow Dex 80/320 ft +2 1d8 Piercing
>
Ammunition, loading, two-handed
SENSES
>

NAME TOTAL NAME TOTAL


Bolts 30 >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Add Features
Cleric (War Domain), level 1:
Spellcasting (Cleric 1, PHB 58) [3 cantrips known] I judge people by their actions, not their words. Thinking is for
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability other people. I prefer action.
I can use a holy symbol as a spellcasting focus
I can cast my prepared cleric spells as rituals if they have the ritual tag
Bonus Proficiency (War Domain 1, PHB 63) PERSONALITY TRAITS
I gain proficiency with martial weapons and heavy armor
War Priest (War Domain 1, PHB 63) [Wisdom modifier per long rest] Freedom: Tyrants must not be allowed to oppress the people.
When I use the Attack action, I can make a weapon attack as a bonus action (Chaotic)

IDEALS

I protect those who cannot protect themselves.

BONDS

The tyrant who rules my land will stop at nothing to see me


killed.

FLAWS

Feature Name: Rustic Hospitality

Since I come from the ranks of the common folk, I fit in among them
with ease. I can find a place to hide, rest, or recuperate among other
commoners, unless I have shown myself to be a danger to them.
They will shield me from the law or anyone else searching for me,
though they will not risk their lives for me.

BACKGROUND FEATURE

Half-Orc (+2 Strength, +1 Constitution)


Relentless Endurance: When I am reduced to 0 hit points but not
killed outright, I can drop to 1 hit point instead. I can't use this
feature again until I finish a long rest.

Savage Attacks: When I score a critical hit with a melee weapon


attack, I can roll one of the weapon's damage dice one additional
time and add it to the extra damage of the critical hit.

CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> Backpack, with: 5 > > Common clothes 3 CP

> - Set of artisan's tools > > Belt pouch (with coins) 1
> - Shovel 5 > > Chain mail 55 SP
> - Iron pot 10 > > shield 6
> - Bedroll 7 > > Warhammer 2
> - Mess kit 1 > > Light crossbow 5 EP

> - Tinderbox 1 > > Crossbow bolts 0.08


>
>
- Torches
- Rations, days of
10
10
1
2
>
>
>
>
10 GP

> - Waterskin 5 > >


> - Hempen rope, feet of 50 0.2 > > PP

> - Emblem holy symbol > >


WEIGHT CARRIED
> > >
146 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
81 - 160 lb
> > >
HEAVILY ENCUMBERED
> > >
161 - 240 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 74 SUBTOTAL SUBTOTAL 72.1 241 - 480 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
> FEAT:

> FEAT:

> FEAT:

> FEAT:

FEATS

> MAGIC ITEM: Attuned

NOTES

ADVENTURING GEAR # LB ADVENTURING GEAR # LB


> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
> <
> <
> <
> <
> <
> MAGIC ITEM: Attuned
> <
> <
SUBTOTAL SUBTOTAL

EXTRA EQUIPMENT

> MAGIC ITEM: Attuned

OTHER HOLDINGS MAGIC ITEMS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
male 22 Medium
Dorn/Hammer of Torm GENDER AGE SIZE HEIGHT WEIGHT

Chaotic Good Torm black brown grey


CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

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SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

APPEARANCE

Modest LIFESTYLE DAILY PRICE 1 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Companion Options

RACE SIZE HEIGHT WEIGHT

COMPANION TYPE AGE GENDER ALIGNMENT


NAME

F
Temporary HP: SUCCESSES
PRO

STR INT Set Max HP


STRENGTH
DEX WIS
CON CHA ARMOR PROFICIENCY MAXIMUM
CLASS BONUS HIT POINTS Heal FAILURES

SAVING THROWS CURRENT HIT POINTS DEATH SAVES

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

DEXTERITY >

DESCRIPTION
INITIATIVE SPEED
>
LEVEL USED

DIE >
CONSTITUTION ATTACKS
HIT DICE PER ACTION
ATTACKS

F EX
PRO

Acrobatics (Dex)
Animal Handling (Wis)

INTELLIGENCE
Arcana (Int)
Athletics (Str)
Deception (Cha)
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int) FEATURES TRAITS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

PASSIVE WISDOM (PERCEPTION)

SENSES

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REMARKS
COMPANIONS APPEARANCE NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Notes Page Options

NOTES NOTES
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

Dorn/Hammer of Torm
CHARACTER NAME SPELL SLOTS

CLERIC SPELLS Wisdom 4 +5 DC 13


SPELLCASTING ABILITY TO PREPARE ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Light 1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances Evoc 1a Touch V,M 1 h (D) P 255
AT
WILL Sacred Flame 1 creature save or 1d8 Radiant dmg; no bonus for cover on save; +1d8 at CL 5, 11, and 17 Dex Evoc 1a 60 ft V,S Instantaneous P 272
AT
WILL Thaumaturgy Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc. Trans 1a 30 ft V 1 min (D) P 282

1ST LEVEL

ME SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


Bane 3+1/SL creatures save or have to subtract 1d4 on every attack or save for the duration Cha Ench 1a 30 ft V,S,M Conc, 1 min P 216
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration Ench 1a 30 ft V,S,M Conc, 1 min P 219
Command 1+1/SL crea save or follows one word command, such as approach, drop, flee, grovel, halt Wis Ench 1a 60 ft V 1 rnd P 223
Create or Destroy Water Create/destroy 10+2/SL gal of water in open container or create rain/destroy fog in 30+5/SL-ft cu Trans 1a 30 ft V,S,M Instantaneous P 229
Cure Wounds 1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp Evoc 1a Touch V,S Instantaneous P 230
Detect Evil and Good Know if aberration, celestial, elemental, fey, fiend, undead, and des-/consecrated area within 30 ft Div 1a Self V,S Conc, 10 min P 231
Detect Magic (R) Know presence of magic within 30 ft; 1 a to see auras and determine school Div 1a Self V,S Conc, 10 min P 231
Detect Poison/Disease (R) Know presence, location, and type of poisons, poisonous creatures, and diseases within 30 ft Div 1a Self V,S,M Conc, 10 min P 231
Divine Favor Your weapon attacks deal an +1d4 Radiant damage for the duration Evoc 1 bns Self V,S Conc, 1 min P 234
Guiding Bolt Spell attack for 4d6+1d6/SL Radiant dmg and next attack against target has advantage Evoc 1a 120 ft V,S 1 rnd P 248
Healing Word Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier Evoc 1 bns 60 ft V Instantaneous P 250
Inflict Wounds Spell attack for 3d10+1d10/SL Necrotic dmg Necro 1a Touch V,S Instantaneous P 253
Prot. from Evil/Good 1 crea immune fear/charm/possess by abber./celest./elem./fey/fiends/undead, they also dis. on atks Abjur 1a Touch V,S,M Conc, 10 min P 270
Purify Food and Drink (R) 5-ft rad of food and drink is rendered free of all poison and disease Trans 1a 10 ft V,S Instantaneous P 270
Sanctuary 1 crea warded; any who want to attack/target must first make save; doesn't protect vs. area spells Wis Abjur 1 bns 30 ft V,S,M 1 min P 272
Shield of Faith 1 creature gains +2 AC for the duration Abjur 1 bns 60 ft V,S,M Conc, 10 min P 275
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MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly); Spell Sheet 1/1 Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that cant perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the Extra Attack class feature. (Stealth) check is the DC for anybodys Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the Attack Action section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
DASH (action) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Gain your speed as extra movement for this turn. Move through hostiles space once by winning opposing Cant harm/attack charmer. 4 Hit Point maximum halved
DISENGAGE (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Your movement doesnt provoke opportunity attacks for disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
the rest of the turn. READY (action) DEAFENED EXHAUSTION (PHB 291)

DODGE (action) Choose an action that you will take in response to a set Fail checks involving hearing.
Attack rolls from attackers you can see have disadvantage trigger. Taking the action uses your reaction. Readying a FRIGHTENED
and you have advantage on Dex saving throws until the spell requires concentration. Disadvantage to checks/attacks while the source of fear is in sight.
start of your next turn, until you become incapacitated or SEARCH (action) Cant willingly move closer to the source of fear.
your speed drops to 0. Search for something, possibly with a Wis (Perception) GRAPPLED
ESCAPE (action) or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
Escape a grapple by winning a Str (Athletics) or Dex TUMBLE (action or bonus action) (DMG 272) moved out of grapplers reach by an effect.
(Acrobatics) check vs. grapplers Str (Athletics) check. Move through hostiles space once by winning opposing INCAPACITATED
HELP (action) Dex (Acrobatics) check. Cant take actions or reactions.
Give an ally advantage on next ability check or attack roll USE OBJECT (action) INVISIBLE
vs. an opponent within 5 ft of you, if done before the You can interact with an object once per turn for free. A Cant be seen (normally), but still make noise and tracks.
start of your next turn. second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
complete (e.g. draw a second weapon, equip a shield, PARALYZED
drink a potion, retrieve an item from a backpack). Incapacitated. Cant move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Cant move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see Two- TOTAL Cant be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at speed) or stand up (costs speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack up to normal range (first number). Disadvantage on attack if target is within 5 ft or up to long range
RESTRAINED
away (second number). Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack cant add a positive ability score modifier to the damage roll. If the Incapacitated. Cant move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponents Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Cant move or speak. Unaware of surroundings.
Disadvantage if item is being held by two or more hands. Larger opponents have advantage and smaller have Drop everything. Fail Str and Dex saving throws.
disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponents Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesnt cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Cant see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostiles space, and through a hostiles FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creatures space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creatures SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump you Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v11.95 (Printer Friendly) Based on the character sheet TM & 2014 Wizards of the Coast LLC; edited by Joost Wijnen - Flapkan@gmail.com

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