Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
INSPIRATION
STRENGTH
18 -1 30 I'm driven by a wanderlust
15 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
that led me away from home
+2 PERSONALITY TRAITS
10 ●
+4
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) Origin- Hunter-gatherer
Warhammer +4 1D8+2
0 +3
Insight (Wis) Darkvision- 60' in dim light and in dark as if it
+2
Intimidation (Cha) Great Club +4 1D8+2 was dim
light
WISDOM 0
Investigation (Int)
●
+5
Medicine (Wis)
War Priest- Your god delivers bolts of inspiration
16 0
Nature (Int)
Cantrip-
Guidance- target can roll D4 and add the number rolled to one ability check of its
to you while you are engaged in battle. When
you use the attack action, you can make one
choice
weapon attack as a bonus action.
+3 +3
Perception (Wis) Resistance- target can roll D4 and add the number rolled to one saving throw of
its choice
Thaumaturgy- manifest a minor wonder, supernatural power, within range
+2
Performance (Cha) 1st Level Spells- Channel Divinity- You present your holy Symbol
Cure Wounds- your touch regains a number of hit points equal to 1D8 + your
and speak a prayer censuring the Undead. Each
Persuasion (Cha)
● +4 spellcasting ability modifier
CHARISMA Guiding Bolt- ranged spell attack. the target takes 4D6 radiant damage and next Undead that can see or hear you within 30 feet
attack on target has advantage.
0
Religion (Int) Divine Favor- prayer empowers you with divine radiance. your weapon attack of you must make a Wisdom saving throw. If the
15 ●
+1
Sleight of Hand (Dex)
deal an extra 1D4 radiant damage.
Shield of Faith- field surrounds a target of your choice, granting it a +2 bonus to
AC
Detect Poison and Disease- For the duration, you can sense the presence and
creature fails its saving throw, it is turned for 1
minute or until it takes any damage.
-1
Stealth (Dex) location of poisons, poisonous creatures, and diseases within 30 feet of you. A turned creature must spend its turns trying to
You also identify the kind of poison, poisonous creature, or disease in each move as far away from you as it can, and it can't
+2 case.
●
+5
Survival (Wis) willingly move to a space within 30 feet of you. It
also can't take reactions. For its action, it can
SKILLS ATTACKS & SPELLCASTING 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
+3 PASSIVE WISDOM (PERCEPTION) Dodge action.
CP Warhammer, Great
Club, Chainmail, Guided Strike-
You can use your Channel Divinity to strike with
SP Explores pack, Shield supernatural accuracy. When you make an
Languages- Common, Elvish, attack roll, you can use your Channel Divinity to
(AC+2), Holy Symbol,
Infernal, Celestial gain a +10 bonus to the roll. You make this
EP
A staff, A hunting choice after you see the roll, but before the DM
says whether the attack hits or misses.
trap, A trophy from
Proficiencies- Lyre, Simple, GP 150 an animal you killed, Wisdom is your spellcasting ability
martial Weapons; Light, Spell save DC= 13
Set of travelers Spell attack modifier= 5
medium, & heavy armor, PP
clothes, Lyre
shields
Staff from Bullywog
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
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.