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INSPIRATION
STRENGTH
18 -1 25
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
14 PERSONALITY TRAITS
-1 +3 Constitution
CURRENT HIT POINTS IDEALS
-1 Intelligence
8 ● +6 Wisdom
● +4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
-1 Acrobatics (Dex) Total 7d8 SUCCESSES
16 +3 Animal Handling (Wis) FAILURES
-1 ●
+1 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
28 140 cm 85 kg
AGE HEIGHT WEIGHT
Dhurmdall Tempus
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
Dhurmdall is the 14th generation descendant of the demigod Kareilos Tempus, son of Arandull The God
of The Storms.
The Tempus family along with the local dwarves have been protecting a Pantheon of Gods and a well of
valuable minerals deep within the mountains of Beria for ages. Throughout the centuries the Tempus
family have also been regarded as skilled craftmasters. Using the rare materials of the mountains and the
power of the lightning running through their veins, they have made powerful magical weapons and armors
that only a Tempus descendant could wield other than high quality equipments they sell around the
country.
Despite their original calling, it is not rare for a Tempus to actually leave the temple, becoming explorers,
fortune seekers, or warriors, and Dhurmdall is one of them.
The turmoil in the country led him to become an explorer, to look with his own eyes about the current state
of the outside world, to gain knowledge that might be useful for his people.
At first that was his reason, but then the appearance of the Dungeons of Chaos incited the flame of
curiosity inside him to unravel the mysteries behind them, and took it as a challenge to prove his
capabilities.
Level 3: Thunderclap
Usable three times per rest, the wielder can smash the hammer onto a surface or opponent and unleash a
devastating burst of electricity. Adding +3 damage to the blow. If an opponent struck by this is susceptible
to shock, they become temporarily paralyzed and must make a constitution saving throw each turn to fight
off the jolt.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Guidance Animate Dead
Clairvoyance
Daylight
Dispel Magic
Feign Death
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Glyph of Warding
EPAR
SPELL NAME
ED
PR
Bane
Bless
4 1
Ceremony
Command Banishment
SPELLS KNOWN
2 3
Aid
Augury
Blindness/Deafness
5
Calm Emotions
Continual Flame
9
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Protection from Energy
Remove Curse
Revivify
Sending
Spirit Guardians
Tongues
Water Walk
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Healing Word
Inflict Wounds
4 1
Protection from Evil and Good
Sanctuary
Shield of Faith
Thunderwave (Domain)
2 3
Protection from Poison
Shatter (Domain)
Silence
5
Spiritual Weapon
Warding Bond
9
Zone of Truth
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must make a DC 14 Wisdom save or be turned for 1
min. or until damaged.
-----------Other Traits------------
Channel Divinity. Channel divine power using Turn Undead or one of your domain Channel Divinity
options. (use twice/rest).
Channel Divinity: Destructive Wrath. Starting at 2nd level, you can use your Channel Divinity to wield the
power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your
Channel Divinity to deal maximum damage, instead of rolling.
Destroy Undead. Destroy CR 1/2 or less creatures who fail turn save.
Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.
Thunderbolt Strike. At 6th level, when you deal lightning damage to a Large or smaller creature, you can
also push it up to 10 feet away from you.
War Caster. You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or
both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to
cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of
1 action and must target only that creature.
Wrath of the Storm. Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet
of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a
Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed
saving throw, and half as much damage on a successful one. You can use this feature a number of times
equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long
rest.
Page 1
Banishment (reverse)
level above 4th.
Command (reverse)
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Level-2 enchantment
Zone of Truth
1 act. 60 ft V,S 10 mins
You create a magical zone that guards against
deception in a 15-foot-radius sphere centered
on a point of your choice within range. Until
the spell ends, a creature that enters the spell's
area for the first time on a turn or starts its
turn there must make a Charisma saving
throw. On a failed save, a creature can't speak
a deliberate lie while in the radius. You know
whether each creature succeeds or fails on its
saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Cleric DC 14 Mod +6
Page 9 (reverse)