+7: Medicine (Wis) 0: Nature (Int) +7: Perception (Wis) 0: Performance (Cha) 0: Persuasion (Cha) 0: Religion (Int) 0: Sleight of Hand (Dex) 0: Stealth (Dex) +4: Survival (Wis)
Background
Specialty: Infantry
Personality Traits: I'm tough on new people so they don't get killed.
Ideals: I do what I must
Bonds: I would still lay down my life for the people I served with.
Flaws: I have little respect for anyone who is not a proven warrior.
Feats
War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
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.
Equipment
GP: 217.89
Silvered long sword
Light crossbow + bolts (1d8 dmg), Warhammer (1d8 dmg), Chain mail (AC 16), Shield (+2 AC)
Bits of animating armor, pouch, clothes common, dice set, insignia of rank, trophy from fallen enemy
Emblem
Explorer's pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope)
Empty book, Edelsteen (50 gp), fancy eye patch
Ketting met Kyril (van weerwolf), Holy Symbol Morning Lord (250gp), Electrum coins with Strahd's face, 5 gemstones from dungeon Strahd, 5 stakes
2 small flasks of poison
Features & Traits
Armor Proficiencies: Heavy armor, Light armor, medium armor, shields Weapon Proficiencies: Martial weapons, Simple weapons Tool Proficiencies: Dice set, Land Vehicles Languages: Common, Dwarvish Background Feature (Soldier): Military Rank: Where recognized, your previous rank provides influence among military.
War Domain
Bonus Proficiency: At 1st level, you gain proficiency with martial weapons and heavy armor War Domain spells: Cleric level 1: divine favor, shield of faith
Cleric level 3: magic weapon, spiritual weapon
Cleric level 5: crusader’s mantle, spirit guardians
Cleric level 7: freedom of movement, stoneskin
Cleric level 9: flame strike, hold monster War Priest: When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 4 times. You regain all expended uses when you finish a long rest.
Channel Divinity
You can use your Channel Divinity twice per short/long rest. Channel Divinity: 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 Wisdom saving throw. 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 cant willingly move to a space within 30 feet of you. It also cant 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 theres nowhere to move, the creature can use the Dodge action.
Destroy Undead: When an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing
When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Death saves
Successes:
Failures:
Woodcutter's axe (Melee Attack)
ATTACK
+5
DAMAGE
1d8+4
TYPE
Slash
RANGE
5 feet
+1d8 vs plants
Mace of Disruption (Melee Attack)
ATTACK
+5
DAMAGE
1d6+4
TYPE
Bludg
RANGE
5 feet
+2d6 radiant vs fiends & undead
Word of Radiance (Cantrip)
ATTACK
Con 15
DAMAGE
2d6
TYPE
Radia
RANGE
5 ft
all creatures you can see within 5 ft
Sacred Flame (Cantrip)
ATTACK
Dex 15
DAMAGE
2d8
TYPE
Radia
RANGE
60 feet
* target gains no benefit from cover for this saving throw.
Magic Items
Scroll of Bless, Mass Cure Wounds, Revivify
Mace of disruption
Woodcutter's axe
Holy Symbol of Ravenkind
Potion of Heroism (1 hour: 10 temp hp + effects of bless)
Potion of Invulnerability (1 min: resistance to all damage)
Mace of disruption: Fiend or undead +2d6 radiant on hit. If target <= 25 HP or fewer after this damage, DC 15 Wis save or be destroyed. On success, target becomes Frightened of you until end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Holy Symbol of Ravenkind: 10 charges. Regains 1d6+4 charges at dawn. 1 charge: Action. Vampires and vampire spawn <= 30 ft DC 15 Wis save or paralyzed for 1 min. Retry save each turn. 3 charges: Undead have disadvantage on Turn Undead saving throw. 5 charges: Action. 10mins: Sunlight in 30ft radius, dim light additional 30 ft.
Cleric Spells
Spells Prepared
11
Spellcasting Ability
Wisdom
Spell Save DC
15
Spell Attack Bonus
+7
Level 0 (∞ slots)
School
Cast time
Range
Comp.
Duration
Description
Guidance
div
action
Touch
V,S
C: 1 min
one willing target can roll a d4 and add the number rolled to one ability check of its choice (roll before or after making the ability check)
Light
evoc
action
Touch
V,M
1 hour
bright light in a 20-foot radius and dim light for an additional 20 feet.
Sacred Flame
evoc
action
60 feet
V,S
Instant
Dex save. Hit: 2d8 radiant dmg. target gains no benefit from cover.
Word of Radiance
evoc
action
5 ft
V,M
Instant
Each chosen creature you can see within range must make Con save. On failure: 2d6 radiant. 11th lvl: 3d6
Level 1 (4 slots)
School
Cast time
Range
Comp.
Duration
Description
Bane
ench
action
30 feet
V,S,M
C: 1 min
3 creatures make charisma saving throws. When target that fails makes an attack roll or saving throw, roll a d4 and subtract the number
Bless
ench
action
30 feet
V,S,M
C: 1 min
Bless up to three creatures. Targets add d4 to attack roll and saving throws.
Command
ench
action
60 feet
V
1 round
One-word command to creature/spelllvl. Targets make wis saving throw or follow command on next turn.
Create or Destroy Water
trans
action
30 ft
V,S,M
Instant
Create 10 gallons clean water in container or rain in 30-foot cube. Alternatively, destroy up to 10 gallons of water in open container or destroy fog in 30-foot cube within range. +1 slotlevel: +10 gallons of water or +5 ft cube.
Cure Wounds
evoc
action
Touch
V,S
Instant
Touch creature to heal 1d8/spelllevel + 4
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
evoc
1 b.a.
Self
V,S
C: 1 min
Your weapon attacks + 1d4 radiant
Guiding Bolt
evoc
1 action
120 ft
V,S
1 round
Ranged spell attack to damage creature for 4d6 radiant. Any next attack roll until end of next turn against target has advantage. +1 slotlevel: +1d6
Healing Word
evoc
1 b.a.
60 ft
V
Instant
Heal target 1d4 / spelllevel + 4
Inflict Wounds
Protection from Evil and Good
evoc
1 action
Touch
V,S,M
C: 10 min
Protect 1 creature against aberrations, celestials, elementals, fey, fiends, undead. These enemies have disadvantage; can't charm/frighten/possess.
Purify Food and Drink
Sanctuary
Shield of Faith
abju
1 b.a.
60 ft
V,S,M
C: 10 min
Target gets +2 AC
Level 2 (3 slots)
School
Cast time
Range
Comp.
Duration
Description
Aid
abju
1 action
30 ft
V,S,M
8 hours
Up to 3 creatures: +5/(spelllevel - 1) max hp + current hp
Augury
Blindness/Deafness
necro
action
30 ft
V
1 min
Creature blinded or deafened for failed Con Save. Retry save end of target's turn. +1 creature for spell level >2nd
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
abju
action
Touch
V,S
Instant
End disease, blinded, deafened, paralyzed, or poisoned on one creature.
Locate Object
div
action
Self
VSM
C:10min
Sense direction 1 familiar object within 1000ft or locate it within 30ft
Magic Weapon
trans
1 b.a.
Touch
V,S
C: 1 hr
Nonmagical weapon becomes a mgic weapon, +1 atk, +1 dmg
Prayer of Healing
evoc
10 min
30 ft
V
Inst
Up to 6 creatures healed 2d8+ wis. +1d8 for spellevels > 2nd
Protection from Poison
Silence R
illu
action
120 ft
V,S
Instant
No sound can be created within or pass through a 20-foot-radius sphere centered on target point. Creatures in sphere immune to thunder damage. Verbal components are impossible there.
Spiritual Weapon
evoc
1 b.a.
1 min
V,S
1 min
Create floating spectral weapon. Each turn spend b.a. to move weapon 20ft and make melee spell attack (1d8+wis) against creature within 5 ft. +1d8 per 2 slot levels > 2nd
Warding Bond
Zone of Truth
Level 3 (3 slots)
School
Cast time
Range
Comp.
Duration
Description
Animate Dead
necro
1 min
10ft
VSM
Inst
From medium corpse creates skeleton or zombie servant that accepts simple directions +1 slotlvl: Two more undead
Beacon of Hope
abju
action
30ft
VS
C:1 hr
Targets in range get advantage on WIS and death saving throws; heal spells heal max.
Bestow Curse
necro
action
touch
VS
C:1 min
Curse 1 creature if WIS save fails. See Sourcebook.
Clairvoyance
divi
10mins
1 mile
VSM
C:10 min
100gp: Create sensor in area you can see or hear through.
Create Food and Water
conj
action
30ft
VS
Inst
Create 45 lbs. of bland, nourishing food for 24 hours and 30 gallons of water.
Crusader's Mantle
evoc
action
self
V
C:1 min
Nonhostiles in aura of 30ft radius deal an extra 1d4 radiant DAM.
Daylight
evoc
action
60ft
VS
1hr
Creates bright light in 60 ft radius sphere. Dispels darkness spells <= 3rd level it overlaps with.
Dispel Magic
abju
action
120ft
VS
Inst
End spell <= slot level. For > slot level, casting ability check DC=10+spell level.