Ability Scores
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Strength Score | Dexterity Score | Constitution Score | Intelligence Score | Wisdom Score | Charisma Score |
9 | 9 | 10 | 13 | 16 | 10 |
-1 | -1 | +0 | +1 | +3 | +0 |
Strength Saving Throw |
Dexterity Saving Throw |
Constitution Saving Throw |
Intelligence Saving Throw |
Wisdom Saving Throw |
Charisma Saving Throw |
Proficient? (* for proficiency) |
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* | * |
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-1 | -1 | +0 |
+1 |
+5 |
+2 |
AC | Initiative |
Walking Speed |
Temporary HP | Max HP | Hit Dice and Size | Proficiency Bonus |
15 | -1 | 10m | 0 | 8 | 1d8 | +2 |
Skills |
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Proficient? |
Other Bonuses? | Highest Total Modifier |
Skill | Used With |
Untrained? |
-1 | Acrobatics | Dexterity | Yes | ||
+3 | Animal Handling | Wisdom or Charisma | Yes | ||
Yes | +3 | Arcana | Intelligence | No | |
+0 | Athletics | Strength or Constitution | Yes | ||
- | Craft (X) | Intelligence | No | ||
+1 | Deception | Intelligence or Charisma | Yes | ||
Yes | Expertise | +7 | Divina | Intelligence or Wisdom | No |
Yes | +5 | Insight | Wisdom | Yes | |
+0 | Intimidation | Charisma | Yes | ||
+1 | Investigation | Intelligence | Yes | ||
- | Alchemy (Knowledge) | Intelligence | No | ||
- | Engineering (Knowledge) | Intelligence | No | ||
+1 | Geography (Knowledge) | Intelligence | Yes | ||
Yes | +3 | History (Knowledge) | Intelligence | Yes | |
+1 | Legend (Knowledge) | Intelligence | Yes | ||
+1 | Medicine (Knowledge) | Intelligence | Yes | ||
+1 | Nature (Knowledge) | Intelligence | Yes | ||
- | Nobility (Knowledge) | Intelligence | No | ||
Yes | +3 | Planes (Knowledge) | Intelligence | No | |
+1 | Religion (Knowledge) | Intelligence | Yes | ||
+3 | Martial | Intelligence or Wisdom | Yes | ||
Yes | +5 | Perception | Wisdom | Yes | |
+0 | Performance | Strength, Dexterity, or Charisma | Yes | ||
+0 | Persuasion | Charisma | Yes | ||
- | Prima | Wisdom | No | ||
-1 | Sleight of Hand | Dexterity | Yes | ||
-1 | Stealth | Dexterity | Yes | ||
+3 | Survival | Intelligence or Wisdom | Yes | ||
+3 | Vehicles, Land | Wisdom | Yes | ||
+0 | Vehicles, Sea | Wisdom | No |
Other Proficiencies |
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Name | Benefit |
Languages |
|
Language | Fluency |
East Midlander | Full |
South Midland | 1/2 |
Unangen | 1/2 |
Celestial | 3/4 |
Attunement Slots |
|
In Use | Maximum |
1 |
Inventory |
|
Name | Amount |
Staff | 1 |
Scale Mail | 1 |
Light Crossbow | 1 |
Explorers Pack | 1 |
Shield | 1 |
Holy Symbol(Green Gem Engraved with the design of an eye) | 1 |
Scroll Stuffed with Field Research | 1 |
A Winter Blanket | 1 |
A Set of Common Clothes | 1 |
Currency |
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Cast (CA) (Desol) | 0 |
Haler (HA) (Desol Midlands) | 0 |
Basker Piece (BP) (Desol Midlands) | 0 |
Palus (PA) (Desol Midlands) | 0 |
Electrum Piece (EP) (Adrovia) | 0 |
Mundane Items | |
Magical Items |
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Equipped Items | |
Culture Abilities & Boons
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Culture: Unangen |
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Ability Name | Ability Description |
Basic Magic |
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn one cantrip of your choice from that class's spell list. Your spellcasting ability for this spell depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. |
Minor Magic |
Choose a class: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. You learn one 1st level spell of your choice from that class's spell list. You may cast this spell once, and gain the ability to do so again when you finish a long rest. Your spellcasting ability for this spell depends on the class you chose: Charisma for bard, paladin, sorcerer, or warlock; Wisdom for cleric druid, or ranger; or Intelligence for wizard. |
Inherent Arcana |
You have proficiency in the Arcana skill. |
Class Abilities & Boons
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Class/Level: Cleric 1 Ability Name | Ability Description |
Light Armor Proficiency | Proficiency with Light Armor |
Medium Armor Proficiency | Proficiency with Medium Armor |
Skill Proficiency x2 | Choose a skill to be proficient in |
Shield Proficiency | Proficient in shield-wielding |
Weapon Proficiency | Proficient in a weapon of your choice (Light Crossbow, Staff) |
Time Domain Cleric 1: Prescience | At 1st level, you are immune to being surprised and may act during surprise rounds. |
Time Domain Cleric 1: Bodily Stasis |
Starting at 1st level, your body is less affected by the flow of time. For every number of years equal to your proficiency bonus that pass, you age only 1 year. |
Other Boons |
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Boon Points Remaining = 0 | Boon Point Maximum = 4 | |
Boon Name/Cost | Benefit | |
Hermit/Free | You gain proficiency with one Knowledge skill of your choice(Planes), and your choice of Arcana, Divina*, or Prima | |
Eidetic Memory/3 |
You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. You know the exact day, month, and year it currently is at all times. You have advantage on saving throws against memory-altering magic. You have advantage on Survival skill checks to avoid becoming lost. |
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Skill Proficiency/1 | Insight | |
Spellcasting |
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Cantrips |
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level 6 |
Level 7 |
Level 8 |
Level 9 |
Spells Known/Prepared | |||||||||
Guidance | Feather Fall* | ||||||||
Light | Longstrider* | ||||||||
Spare the Dying | |||||||||
Spell Slots | |||||||||
- | 2 | - | - | - | - | - | - | - | - |
Other Notes and Features
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