Character Sheet
Class | Cleric (Forge) |
---|---|
Level | 8 |
Race | Goliath |
Size | Medium |
Allignment | Chaotic Good |
Background | Guild Merchant |
STR | DEX | CON | INT | WIS | CHA | |
---|---|---|---|---|---|---|
Stats | 15 | 8 | 16 | 10 | 18 | 10 |
Modifier | +2 | -1 | +3 | 0 | +4 | 0 |
Saving Throw | +2 | -1 | +3 | 0 | +7 | +3 |
Cold
Fire
+ means Proficiency
# | Skill | Ability |
---|---|---|
-1 | Acrobatics | DEX |
+4 | Animal Handling | WIS |
0 | Arcana | INT |
+5 | Athletics+[3] | STR |
0 | Deception | CHA |
0 | History | INT |
+7 | Insight+ | WIS |
0 | Intimidation | CHA |
0 | Investigation | INT |
+7 | Medicine+ | WIS |
0 | Nature | INT |
+4 | Perception[2-1] | WIS |
0 | Performance | CHA |
+3 | Persuasion+ | CHA |
+3 | Religion+ | INT |
-1 | Sleight of Hand | DEX |
-1 | Stealth[4] | DEX |
+4 | Survival | WIS |
You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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 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.
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Starting at 6th level, your mastery of the forge grants you special abilities:
You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
You are practiced in the art of crushing your enemies, granting you the following benefits:
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Name | ATK Bonus | Hit | Damage Type | Range |
---|---|---|---|---|
Spell Ability | Spell DC | Spell ATK Bonus |
---|---|---|
Wisdom | 15 | +7 |
Charisma | 11 | +3[5] |
Name | Level | Range | Concentration? | Always Prep |
---|---|---|---|---|
Guidance | Cantrip | Touch | Yes | Yes |
Toll the Dead | Cantrip | 60 ft | No | Yes |
Light | Cantrip | Touch | No | Yes |
Sacred Flame | Cantrip | 60 ft | No | Yes |
Booming Blade | Cantrip | 5 ft | No | Yes |
Eldritch Blast | Cantrip | 120 ft | No | Yes |
identify, | 1st | Touch | No | Yes |
searing smite | 1st | Self | Yes | Yes |
Unseen Servant[6] | 1st | 60 ft | No | Yes |
Bless | 1st | 30 ft | Yes | No |
Cure Wounds | 1st | Touch | No | No |
Detect Magic | 1st | Self | Yes | No |
Guiding Bolt | 1st | 120 ft | No | No |
Healing Word | 1st | 60 ft | No | No |
Protection from Evil and Good | 1st | Touch | Yes | No |
Sanctuary | 1st | 30 ft | No | No |
heat metal, | 2nd | 60 ft | Yes | Yes |
magic weapon | 2nd | Touch | Yes | Yes |
Aid | 2nd | 30 ft | No | No |
Enhence Ability | 2nd | Touch | Yes | No |
Continual Flame | 2nd | Touch | No | No |
Spiritual Weapon | 2nd | 60 ft | No | No |
Borrowed Knowledge | 2nd | Self | No | No |
Silence | 2nd | 120 ft | Yes | No |
elemental weapon | 3rd | Touch | Yes | Yes |
protection from energy | 3rd | Touch | Yes | Yes |
Dispel Magic | 3rd | 120 ft | No | No |
Protection from Energy | 3rd | Touch | Yes | No |
Bestow Curse | 3rd | Touch | Yes | No |
Revivify | 3rd | Touch | No | No |
Tongues | 3rd | Touch | No | No |
Spirit Guardians | 3rd | 15 ft | Yes | No |
fabricate | 4th | 120 ft | No | Yes |
wall of fire | 4th | 120 ft | Yes | Yes |
Stone Shape | 4th | Touch | No | No |
Death Ward | 4th | Touch | No | No |
Banishment | 4th | 60 ft | Yes | No |
CP | SP | GP | PP |
---|---|---|---|
15 |