Class & Level

Tempest Cleric

Species

Hill Dwarf

Background

Sage

Alignment

______________

Strength

15

+2

Dexterity

10

+0

Constitution

17

+3

Intelligence

13

+1

Wisdom

18

+4

Charisma

11

+1

18

Armour
Class

+0

Initiative
Bonus

25

Movement
Speed

30

Max Health Points

Saving Throws

Strength

+2

Dexterity

+0

Constitution

+3

Intelligence

+1

Wisdom

+6

Charisma

+2

+2

Proficiency
Bonus

WIS

+6

Spellcasting
Modifier

14

Spellsave
DC

Skills

Acrobatics Dex

+0

Animal Handling Wis

+4

Arcana Int

+3

Athletics Str

+2

Deception Cha

+0

History Int

+3

Insight Wis

+4

Intimidation Cha

+0

Investigation Int

+1

Medicine Wis

+6

Nature Int

+1

Perception Wis

+4

Performance Cha

+0

Persuasion Cha

+2

Religion Int

+1

Sleight of Hand Dex

+0

Stealth Dex

+0

Survival Wis

+4

Traits & Gear

Traits

 

 

 

 

Equipment & Money

Chain Mail

Light Crossbow

Mace

Shield

 

 

 

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.

Dwarven Resistance

You are Resistant to poison damage

Darkvision

You can see in the darkness (shades of grey) up to 60ft

Stonecunning

When you make a history check related to the origin of stonework, you are considered proficient in the skill and double your proficiency bonus

Dwarven Toughness

Your hit point maximum increases by 1, and does so every level

Actions

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

Mace

Melee Weapon

+4 to hit

1d6+2 bludgeoning

Light Crossbow

Ranged Weapon

+2 to hit

1d8 piercing

Wrath of the Storm

When a creature within 5 ft. that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw (DC 14 or it takes 2d8 lightning or thunder damage (your choice), half damage on success).

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 14). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can 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 Dodge action.

Destructive Wrath

You can use Channel Divinity to deal maximum damage instead of rolling for lightning or thunder damage.

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 : 🟥🟥🟥🟥 Spellslots : Lv 2 : 🟥🟥

 

 

Spells

Cantrips

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

Sacred Flame

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw (DC 14) or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Toll of the Dead

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

Word of Radiance

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

Spells

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

Cure Wounds

A creature you touch regains a number of hit points equal to 1d8 + 4 This spell has no effect on undead or constructs.

Fog Cloud

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Guiding Bolt

A flash of light streaks toward a creature of your choice within range. 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, thanks to the mystical dim light glittering on the target until then.

Purify Food and Drink

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Shield of Faith

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

Thunder Wave

wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Calm Emotions

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

 

Gust of Wind

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Shatter

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Spirtiual Weapon

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + 4

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.