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17 INT 10 ( +0 ) Senses ( ) ( )
Experience Points Low-light vision
WIS 16 ( +3 ) Languages
Class Cleric Level
1
Common, Dwarven
XP NL 2,000 CHA 12 ( +1 )
Current XP Required for Next Level
Race: Mountain Dwarf Class: Cleric (Moradin) Background: Knight Theme: Guardian
Dwarves are known for their A cleric serves the gods, and As a knight, you’re expected Guardians protect others,
skill in battle, their ability to in doing so, defends and heals to behave chivalrously, protect putting themselves at risk by
withstand punishment, their companions with a weapon in the innocent, and mete out intercepting enemies’ attacks.
knowledge of the earth’s se- one hand and a holy symbol in justice. You might be sworn to a Alert, wary, and often selfless,
crets, their hard work, and their the other. Clerics gain the fol- noble house or be a wandering guardians stand as bulwarks
capacity for drinking ale. The lowing features. knight. You have training in the against the tide of enemy com-
T
mysterious lost kingdoms of the skills listed below, and you gain batants.
dwarf ancestors are never far V Channel Divinity the indicated bonus on any You gain the Defender feat.
from their minds. Dwarves gain V Divine Magic check involving that skill.
the following features.
V Dwarven Resilience
V Low-Light Vision
V Speed
V Orisons
V Weapon and Armor
Proficiencies
T
the Guardian background.
You can cast a number of cleric spells per day as indicated on Hold the Line: You can use your shield to stop oncoming
table below. Wisdom is your magic ability. enemies in their tracks.
—Spell Slots
Level 1st
1st 2
2nd 3
3rd 4
per Day
2nd
—
—
1
by Spell Level—
ing a spell slot of its level or higher. After you cast the spell, you
lose the use of that slot until after you prepare spells again.
Magical Attacks: Whenever you make an attack granted by a
PL
spell or other magical ability, you use your Wisdom modifier for
the attack roll and damage roll. You gain an additional +2 bonus
to the attack rolls of spells and magical abilities you use.
Saving Throw Difficulty Class: Whenever an effect from
a spell you cast calls for a saving throw, the saving throw DC
equals 10 + your Wisdom modifier.
Weapon and Armor Proficiencies
You can wear all armors, and you can use all basic weapons, the
warhammer, and simple missile weapons.
Playtest Notes
©2012 Wizards of the Coast LLC. Confidential. Do not photocopy or distribute.