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Secondary Character

Azure
character name

Cleric 4th

Sailor/Pirate

William

class & Level

Background

Player Name

Human

Chaotic Neutral

3911-xp

race

Alignment

Experience Points

Inspiration

Strength

+2

+2

Proficiency bonus

18

30

Armor
Class

Initiative

Speed

14
dexterity

+2
14
constitution

Personality Traits

+2
+2
+3
+1
+3
+1

35

Hit Point Maximum

Strength
Dexterity
Constitution
Intelligence

Current hit points

Ideals

Temporary hit points

Bonds

Wisdom
Charisma

saving throws

+3
16
intelligence

+1
12
wisdom

+3
16
charisma

+1
12

+2
+3
+1
+2
+1
+1
+3
+1
+1
+3
+1
+3
+1
+1
+1
+2
+2
+3

Total

Acrobatics (Dex)
Animal Handling (Wis)

4d8

Arcana (Int)

Failures

Hit Dice

Death saves

Flaws

Athletics (Str)
Deception (Cha)

Atk Bonus Damage/type

Name

History (Int)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Medicine (Wis)

Mace

+4

1d6+2

Crossbow

+4

1d8+2

Morningstar

+4

1d8+2

Sailor: Arrange free passage


on ship.
Class:
Cleric Archetype: Knowledge
2-extra languages
Turn Undead
Knowledge of Ages
1 Channel Divinity

20-crossbolts

Nature (Int)
Perception (Wis)
Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
SKILLS

13

Successes

Attacks & Spellcasting


armOr

Passive wisdom (Perception)


CP

Common
Elvish
Halfling
Goblin

sP

eP

gP

pP

Other proficiencies & languages

SHIELD:

Scale Mail

AC

18

Shield
Holy Symbol
Crossbow
Priest Pack
Belaying Pin
50' Silk Rope
Lucky Charm

Equipment
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Features & Traits

SPELLCASTING
CLASS

CANTRIPS

WIS

13

SPELLCASTING
ABILITY

SPELL SAVE DC

SPELL ATTACK
BONUS

Light

Mending
Sacred Flame
Spare the Dying

SPELL
LEVEL

SLOTS TOTAL

EPAR

7
SPELL NAME

ED

PR

SLOTS EXPENDED

Command

Cure Wounds

Guiding Bolt

SPELLS KNOWN

Healing Word
Identify

Inflict Wounds

Augury

Prayer of Healing

Silence

Suggestion

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

CHARACTER NAME

AGE

HEIGHT

WEIGHT

EYES

SKIN

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

Goggles of Night

CHARACTER BACKSTORY

TREASURE
TM & 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Spell Descriptions
Augury
2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones,
or similar tokens w worth at least 25 gp)
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate
cards, or employing some other divining tool, you receive an omen from
an otherworldly
entity about the results o f a specific course of action that you plan to take
within the next 30 minutes. The DM chooses from the following possible
omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that arent especially good or bad
The spell doesnt take into account any possible circumstances that might
change the outcome, such as the casting of additional spells or the loss
or gain of a companion. If you cast the spell two or more times before
completing your next long rest, there is a cumulative 25 percent chance
for each casting after the first that you get a random reading. The DM
makes this roll in secret.
Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range.
The target must succeed on a Wisdom saving throw or follow the
command on its next turn. The spell has no effect if the target is undead,
if it doesnt understand your language, or if your command is directly
harmful to it. Some typical commands and their effects follow. You might
issue a command other than one described here. If you do so, the DM
determines how the target behaves. If the target cant follow your
command, the spell ends. Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it moves within 5 feet of
you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesnt move and takes no actions.
A flying creature 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.
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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. At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, the healing increases by 1d8 for each slot level above
1st.
Guiding Bolt
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
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. At Higher Levels. When you
cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
Healing Word
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains hit points
equal to 1d4 + your spellcasting ability modifier. This spell has no effect
on undead or constructs. At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the healing increases by 1d4 for each
slot level above 1st.
Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and
an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the
spell. If it is a magic item or some other magic-imbued object, you learn
its properties and how to use them, whether it requires attunement to use,
and how many charges it has, if any. You learn whether any spells are
affecting the item and what they are. If the item was created by a spell,
you learn which spell created it. If you instead touch a creature
throughout the casting, you learn what spells, if any, are currently
affecting it.

Inflict Wounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a
hit, the target takes 3d10 necrotic damage. At Higher Levels. When
you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d10 for each slot level above 1st.
Light
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any
dimension. Until the spell ends, the object sheds bright light in a
20-foot radius and dim light for an additional 20 feet. The light can
be colored as you like. Completely covering the object with
something opaque blocks the light. The spell ends if you cast it
again or dismiss it as an action. If you target an object held or worn
by a hostile creature, that creature must succeed on a Dexterity
saving throw to avoid the spell.
Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch,
such as a broken chain link, two halves of a broken key, a torn
cloak, or a leaking wineskin. As long as the break or tear is no
larger than 1 foot in any dimension, you mend it. leaving no trace of
the former damage. This spell can physically repair a magic item or
construct, but the spell cant restore magic to such an object.
Prayer of Healing
2nd-level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within range
each regain hit points equal to 2d8 + your spellcasting ability
modifier. This spell has no effect on undead or constructs. At
Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases by 1d8 for each slot level
above 2nd.
Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
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. The spells damage increases by 1d8 when
you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Silence
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a
20-foot-radius sphere centered on a point you choose within range.
Any creature or object entirely inside the sphere is immune to
thunder damage, and creatures are deafened while entirely inside
it. Casting a spell that includes a verbal component is impossible
there.
Spare the Dying
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature
becomes stable. This spell has no effect on undead or constructs.

Backstory

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