Class & Level

Cleric

Species

Dragonborn - Silver

Background

Acolyte

Alignment

______________

Strength

12

+1

Dexterity

10

+0

Constitution

14

+2

Intelligence

8

-1

Wisdom

16

+3

Charisma

14

+2

18

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

10

Max Health Points

Saving Throws

Strength

+1

Dexterity

+0

Constitution

+2

Intelligence

-1

Wisdom

+5

Charisma

+4

+3

Proficiency
Bonus

WIS

+3

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+0

Animal Handling Wis

+3

Arcana Int

-1

Athletics Str

+1

Deception Cha

+2

History Int

-1

Insight Wis

+5

Intimidation Cha

+2

Investigation Int

-1

Medicine Wis

+5

Nature Int

-1

Perception Wis

+3

Performance Cha

+2

Persuasion Cha

+4

Religion Int

+1

Sleight of Hand Dex

+0

Stealth Dex

-3

Survival Wis

-3

Traits & Gear

Traits

Languages:
Common
Draconic
Elven
Dwarven

Resistance:
Cold damage

Equipment & Money

Warhammer +3 to hit (1d8/1d10) bludgeoning
Chain mail 16AC
Light crossbow (1d8) piercing
Priest’s pack
Shield +2 AC
A holy symbol (a gift to you when you entered the priesthood)
A prayer book
5 sticks of incense
Vestments
A set of common clothes.

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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.

Actions

Abilities that take require an action, bonus action or reaction. 

Breath weapon

15ft cone of cold damage.
Target must make CON save DC13.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Spellslots : Lv 1 : 🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance
Sacred flame

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Divine Favour

Concentration: 1 minute

Bonus action:
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Shield of Faith

Concentration 10 minutes

Bonus Action:
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Bless

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Cure wounds

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Guiding bolt

Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage