Alko Character Sheet
Alko Character Sheet
AC DESCRIPTION
+2 STR +2 INT
17 Armor +1 Chain Mail
167 +5 21
+3 DEX +11 WIS
3 Shield +1 Shield
+1 +10 CON
RESISTANCES
+6 CHA
0 Dex Medium Armor Heavy Armor
Adv. on Con
+2
+2 (Concentration) saves
14
LEVEL DIE USED ENCUMBERED
when damaged
SUCCESSES
14 d8+4 20 ft
FAILURES
1 d6+4
30 ft 20 15
+4 ARMOR
+7 Acrobatics (Dex) Light Medium Heavy Shields
+1
0 Deception (Cha) Channel Divinity 2 SR Common Musical instrument
+1 History (Int) Channel Divinity: Harness Divine Power 2 LR Draconic
+10 Insight (Wis) Steps of Night 5 LR Abyssal
12
0 Intimidation (Cha) Divine Intervention (14% chance) 1 LR
+1 Investigation (Int) 1st-level lunar phase spell 1 LR
+5 Medicine (Wis) Amulet of the Devout +2 (Channel Divinity) 1 Dawn
+5 +1 Nature (Int)
+5 Perception (Wis)
20 +5 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS
+5 Persuasion (Cha) Eyes of Night (grant others) Draconic Cry War Caster - Opportunity Spell
+1 Religion (Int) Vigilant Blessing Channel Divinity: Harness Divine Power
- Costume 4
PP
- Hooded lantern of wrought iron 2
- Chain with spiked links, feet of 10 1
WEIGHT CARRIED
- Sweet, red juice, bottle of 4
113 lb
ENCUMBERED
ATTUNED MAGICAL ITEMS
66 - 130 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
195 lb
PUSH/DRAG/LIFT
SUBTOTAL 90 SUBTOTAL 19 SUBTOTAL 4 196 - 390 lb
Additional Cleric Spells (Optional Cleric 1, TCoE 30) FEAT: Telekinetic [Wisdom] [TCoE 81]
Channel Divinity: Harness Divine Power (Optional I know the Mage Hand cantrip, can cast it without components, and
the spectral hand can be invisible. As a bonus action, I can shove
Cleric 2, TCoE 30) [2× per long rest] one creature I can see within 30 ft. It must make a Str save vs. this
feat's spell save DC or be moved 5 ft from or towards me. Wisdom
As a bonus action, I can expend a use of my channel is my spellcasting ability for these. [+1 Wisdom]
divinity to regain one used spell slot FEAT: Resilient [Constitution] [PHB 168]
The level of this spell slot can be no more than half
I gain proficiency with Constitution
my Proficiency Bonus (rounded up)
saving throws. [+1 Constitution]
I can only do this so many times per long rest, even if
I have uses of channel divinity left
FEAT: War Caster [PHB 170]
Cantrip Versatility (Optional Cleric 4, TCoE 31) [ASI = Advantage on Con saves to maintain concentration on spells when
damaged. Perform somatic components even when holding
Ability Score Improvement] weapons or shield in one or both hands. Cast spell of 1 action
Whenever I gain an ASI from the cleric class, I can casting time that targets only one creature instead of an
opportunity attack.
change one cleric cantrip for another
FEAT:
Additional Sorcerer Spells (Optional Sorcerer 1, TCoE
65)
This amulet bears the symbol of a deity inlaid with precious stones or
metals. While I wear this holy symbol, I gain a +2 bonus to spell attack
rolls and saving throw DCs of my spells. Once per dawn, it allows me
to use my Channel Divinity feature without expending one of the
ADVENTURING GEAR # LB ADVENTURING GEAR # LB feature's uses.
+5 DEX +7 WIS 19 +2 97
+3 +5 CON +6 CHA FAILURES
16
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE
30 ft,
20 LEVEL USED
DIE
+3
17 +5 Acrobatics (Dex) Innate Spellcasting. The couatl's Languages All, Telepathy 120 ft.
+5 Animal Handling (Wis) spellcasting ability is Charisma (spell
Damage Resistances Radiant
+4 Arcana (Int) save DC 14). It can innately cast the
+3 Athletics (Str) following spells, requiring only Damage Immunities Psychic;
+4 +4 Deception (Cha) verbal components: Bludgeoning, Piercing, and Slashing
+4 History (Int) At will: detect evil and good, detect
18 from Nonmagical Attacks
+5 Insight (Wis) magic, detect thoughts
+4 Intimidation (Cha) 3/day each: bless, create food and Magic Weapons. The couatl's weapon
+4 Investigation (Int) water, cure wounds, lesser attacks are magical.
+5 +5 Medicine (Wis)
+4 Nature (Int)
restoration, protection from poison,
sanctuary, shield
Shielded Mind. The couatl is immune
15 PASSIVE WISDOM (PERCEPTION) Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 +
3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target
is restrained, and the couatl can't constrict another target.
Senses Truesight 120 ft.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating
equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any
equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes,
Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics
and capabilities (except class features, legendary actions, and lair actions) that the new form has but
that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL
Alko
CHARACTER NAME
Wisdom +12 DC 20
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Guidance 1 willing creature adds 1d4 to ability check of its choice, after rolling, once during the duration Div 1a Touch V,S Conc, 1 min P 248
Sacred Flame 1 creature that I can see save or 3d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272
Spare the Dying 1 living creature with 0 current HP becomes stable Necro 1a Touch V,S Instantaneous P 277
Toll the Dead 1 crea save or 3d12 Necrotic damage (d8 instead of d12 if at full HP) Wis Necro 1a 60 ft V,S Instantaneous X 169
Word of Radiance Any crea within range save or 3d6 Radiant damage Con Evoc 1a 5 ft V,M Instantaneous X 171
Bless 3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration Ench 1a 30 ft V,S,M Conc, 1 min P 219
Command 1+1/SL crea, each max 30 ft apart, save or follow one word command, e.g. approach, drop, flee, halt Wis Ench 1a 60 ft V 1 rnd P 223
Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239
Healing Word 1 living creature heals 1d4+1d4/SL+5 (Wis) HP Evoc 1 bns 60 ft V Instantaneous P 250
Sleep 20-ft rad 5d8+2d8/SL HP of conscious creatures fall asleep, starting with the lowest current HP crea Ench 1a 90 ft V,S,M 1 min P 276
Aid 3 creatures gain 5+5/SL current HP and HP max for the duration Abjur 1a 30 ft V,S,M 8 h P 211
Locate Object Learn direction to closest named or described kind or specific object within 1000 ft; see book Div 1a Self V,S,M Conc, 10 min P 256
Moonbeam 5-ft rad 40-ft high all enter/start turn 2d10+1d10/SL Radiant dmg; save half; 1 a move it 60 ft; see B Con Evoc 1a 120 ft V,S,M Conc, 1 min P 261
See Invisibility See invisible/ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent Div 1a Self V,S,M 1 h P 274
Animate Dead Turn corpses into 1+2/SL Skeletons or Zombies; control for 24h; bns a command within 60 ft Necro 1 min 10 ft V,S,M Instantaneous P 212
Aura of Vitality As a bonus action for the duration, I can heal 2d6 HP to 1 creature in range (can be me) Evoc 1a S:30-ft rad V Conc, 1 min P 216
Dispel Magic Dispel all magical effects on crea or object; if above this SL, DC 10+SL Wisdom check (+5) Abjur 1a 120 ft V,S Instantaneous P 234
Leomund's Tiny Hut (R) 10-ft rad immobile dome of force holds 9 Medium crea; blocks magic; ends if I leave; see book Evoc 1 min S:10-ft rad V,S,M 8 h P 255
Revivify Restores a creature's body that has died in the last min to life with 1 HP (300gp cons.) Necro 1a Touch V,S,M† Instantaneous P 272
Spirit Guardians Undesignated crea start turn/enter in area half speed, 3d8+1d8/SL Radiant/Necrotic dmg; save half Wis Conj 1a S:15-ft rad V,S,M Conc, 10 min P 278
Aura of Life Me + any crea while in area Necrotic dmg resist.; at turn start, 0 HP living in area heal 1 HP Abjur 1a S:30-ft rad V Conc, 10 min P 216
Banishment 1+1/SL crea save or banished; crea return if spell lasts < 1 min Cha Abjur 1a 60 ft V,S,M Conc, 1 min P 217
Death Ward Once, when crea drops to 0 HP it drops to 1 HP instead; or negates first instantaneous kill effect Abjur 1a Touch V,S 8h P 230
Greater Invisibility 1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible Illus 1a Touch V,S Conc, 1 min P 246
Circle of Power Any crea while in area adv. on saves vs. magical effects; if save would half dmg it takes no dmg Abjur 1a S:30-ft rad V Conc, 10 min P 221
Dawn 30-ft rad 40-ft high all crea 4d10 Radiant dmg at cast/end turn; bns a move it 60 ft (100gp) Con Evoc 1a 60 ft V,S,Mƒ Conc, 1 min X 153
Mislead I go invisible; create illusionary duplicate of me, 1 a move it, bns a switch between its senses and mine Illus 1a Self S Conc, 1 h P 260
Forbiddance (R) 40k sq ft 30-ft high no extraplanar travel; 1 crea type 5d10 Radiant/Necrotic dmg per rnd (1000gp) Abjur 10 min Touch V,S,Mƒ 1 day P 243
Heal 1 living creature heals 70+10/SL HP and is cured of blindness, deafness, and all diseases Evoc 1a 60 ft V,S Instantaneous P 250
Heroes' Feast Up to 12 crea; 1h to consume; for 24h: disease/poison immune, +2d10 max HP, see B (1000gp cons.) Conj 10 min 30 ft V,S,M† Instantaneous P 250
Conjure Celestial CR 4+1/2SL celestial; obeys my verbal commands if they do not go against its alignment Conj 1 min 90 ft V,S Conc, 1 h P 225
Divine Word Any crea save or deaf/blind/stunned/dead depending on current HP; banishes extraplanar crea Cha Evoc 1 bns 30 ft V Instantaneous P 234
Intelligence +8 DC 16
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Acid Splash 1 crea or 2 crea within 5 ft of each other save or 3d6 Acid dmg Dex Conj 1a 60 ft V,S Instantaneous P 211
Wisdom +12 DC 20
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Mage Hand Create (in)visible spectral hand for simple tasks or carry up to 10 lb; 1 a to control; can't have multiple Conj 1a 30 ft 1 min (D) P 256
Charisma +7 DC 15
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC
Booming Blade Melee wea atk with cast; if hit: 2d8 Thunder dmg and if moves next round +3d8 Thunder dmg Evoc 1a S:5-ft rad S,Mƒ 1 round T 106
Fire Bolt Spell attack for 3d10 Fire dmg; unattended flammable objects ignite Evoc 1a 120 ft V,S Instantaneous P 241
Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book Illus 1a 30 ft S,M 1 min (D) P 260
Mold Earth 5 cu ft earth; instant.: excavate; 1h: change to difficult or normal terrain, or change shape and color Trans 1a 30 ft S Instant. or 1 h X 162
Sacred Flame Up to 2 creas I see, max 5 ft apart, save or 3d8 Radiant dmg; no bonus for cover on save Dex Evoc 1a 60 ft V,S Instantaneous P 272
Absorb Elements Acid, Cold, Fire, Lightning, or Thunder resistance till next turn start; first melee hit +1d6+1d6/SL dmg Abjur 1 rea Self S 1 rnd X 150
C Color Spray 6d10+2d10/SL HP of crea blinded, starting with the lowest current HP crea Illus 1a S:15-ft coneV,S,M 1 rnd P 222
N Ray of Sickness Spell attack for 2d8+1d8/SL Poison dmg; save or also poisoned until end of my next turn Con Necro 1a 60 ft V,S Instantaneous P 271
F Shield If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to me Abjur 1 rea Self V,S 1 rnd P 275
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min Ench 1 rea 60 ft V Instantaneous SC 38