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D&D Character Sheet: Cleric Tortle Guide

This document provides character details for a Tortle cleric of the Light domain with a background as a Far Traveler. The character's abilities include natural armor from their shell, the ability to withdraw into their shell for defense, and holding their breath for an hour. Their equipment includes light armor, a shield, a mace, and a saxophone.

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0% found this document useful (0 votes)
101 views3 pages

D&D Character Sheet: Cleric Tortle Guide

This document provides character details for a Tortle cleric of the Light domain with a background as a Far Traveler. The character's abilities include natural armor from their shell, the ability to withdraw into their shell for defense, and holding their breath for an hour. Their equipment includes light armor, a shield, a mace, and a saxophone.

Uploaded by

extramountain63
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Cleric (1) Light Domain Far Traveler

CLASS & LEVEL BACKGROUND PLAYER NAME

Tortle
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 -1 30
8 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

-1 PERSONALITY TRAITS

Hit Point Maximum


-1 Strength
DEXTERITY

8
-1

3
Dexterity
Constitution
11
CURRENT HIT POINTS IDEALS
3 Intelligence
-1 ● 5 Wisdom
● 1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
16
-1 Acrobatics (Dex) Total SUCCESSES
3 Animal Handling (Wis)
3
1d8 FAILURES
3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)

16 ●
-1

5
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Claws
5 Insight (Wis)
Dagger +1 1d4-1 You have claws that you can use to make unarmed
3 ●
strikes. When you hit with them, the strike deals 1d6
+ your Strength modifier slashing damage, instead
-1 Intimidation (Cha) Mace +1 1d6-1 of the bludgeoning damage normal for an unarmed
WISDOM 3 Investigation (Int) strike.
● 5 Medicine (Wis)
16 3 Nature (Int)
Hold Breath
You can hold your breath for up to 1 hour.
Dagger: 1d4 piercing,
● 5 Perception (Wis) Natural Armor
3 Finesse, light, thrown (20/60) Your shell provides you a base AC of 17 (your
-1 Performance (Cha) Dexterity modifier doesn’t affect this number). You
can’t wear light, medium, or heavy armor, but if you
-1 Persuasion (Cha)
CHARISMA Mace: 1d6 bludgeoning are using a shield, you can apply the shield’s bonus
as normal.
3 Religion (Int)
8 -1 Sleight of Hand (Dex) Shell Defense
You can withdraw into your shell as an action. Until
-1 Stealth (Dex)
you emerge, you gain a +4 bonus to your AC, and
-1 you have advantage on Strength and Constitution
● 5 Survival (Wis)
saving throws. While in your shell, you are prone,
your speed is 0 and can’t increase, you have
SKILLS ATTACKS & SPELLCASTING
disadvantage on Dexterity saving throws, you can’t
take reactions, and the only action you can take is a
bonus action to emerge from your shell.
15 PASSIVE WISDOM (PERCEPTION)
CP Shield Background Feature: All Eyes on You
Your accent, mannerisms, figures of speech, and
perhaps even your appearance all mark you as
Light + Medium Armor SP Holy Symbol foreign. Curious glances are directed your way
wherever you go, which can be a nuisance, but you
also gain the friendly interest of scholars and others
Shield EP
Saxophone intrigued by far-off lands, to say nothing of everyday
folk who are eager to hear stories of your homeland.

Saxophone You can parley this attention into access to people


GP 95 Mace and places you might not otherwise have, for you
and your traveling companions. Noble lords,
Aquan, undercommon scholars, and merchant princes, to name a few,
PP

Simple weapons
Priest's pack might be interested in hearing about your distant
homeland and people.

Dagger
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Warding Flare
Point Buy Also at 1st level, you can interpose divine light between yourself and an
attacking enemy. When you are attacked by a creature within 30 feet of
You can change your list of you that you can see, you can use your reaction to impose disadvantage
prepared spells when you on the attack roll, causing light to flare before the attacker before it hits or
misses. An attacker that can’t be blinded is immune to this feature.
finish a long rest. Preparing a
new list of cleric spells You can use this feature a number of times equal to your Wisdom modifier
requires time spent in prayer (a minimum of once). You regain all expended uses when you finish a
and meditation: at least 1 long rest.
minute per spell level for each
spell on your list. You may Feat: Elemental Adapt (Fire)
prepare spells equal to your Spells you cast ignore resistance to damage of the chosen type. In
cleric level + Wis modifier addition, when you roll damage for a spell you cast that deals damage of
that type, you can treat any 1 on a damage die as a 2.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wis 13 5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light
Sacred Flame
Guidance
Mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Burning Hands

Faerie Fire
4
SPELLS KNOWN

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

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