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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Noorada Metalcloak
Character Name
Cleric 1
Class & Level
Clan Crafter
Background
Warforged
Race
Chaotic Good
Alignment
0
Experience
Male
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
+3
17
16
+
1
(Race)
DEXTERITY
+0
10
10
+
0
(Race)
CONSTITUTION
+2
15
15
+
0
(Race)
INTELLIGENCE
+2
14
14
+
0
(Race)
WISDOM
+5
20
18
+
2
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
19
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
0
PERCEPTION
1717
+
0
SPEED
30 ft
HIT POINTS
Max:
9
9
TEMP HP
0
POINT BUY
No (8-15)
Picture URL:
0
Token URL:
3 +3
+
0
Strength
+
0
Dexterity
+
0
Constitution
+
0
Intelligence
+
0
Wisdom
+
0
Charisma
+0
+
Global Bonus
Saving Throws
+
0
Acrobatics (Dex)
+
0
Animal Handling (Wis)
+
0
Arcana (Int)
+
0
Athletics (Str)
+
0
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
0
Intimidation (Cha)
+
0
Investigation (Int)
+
Medicine (Wis)
+
0
Nature (Int)
+
0
Perception (Wis)
+
0
Performance (Cha)
+
Persuasion (Cha)
+
0
Religion (Int)
+
0
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
0
Survival (Wis)
+
0
Thieves' Tools (Dex)
+0
+
0
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
Mace1d6+3Bludgeoning5ft
Guiding bolt4d6Radiant120ft
Inflict Wounds3d10NecroticTouch
Javelin1d6+3Piercing30/120ft
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
15
DC
Cast Mod
0
Cantrip:
2
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
Mending, Spare the dying, Thaumaturgy, Cure wounds, Detect magic, Guiding bolt, Identify, Influct wounds, Searing smite, Shield of faith.
Mending, Spare the dying, Thaumaturgy, Cure wounds, Detect magic, Guiding bolt, Identify, Influct wounds, Searing smite, Shield of faith.
SPELLCASTING
[+instructions]
Blessing of the Forge XGtE, pg. 19

At the end of a long rest, you can imbue magic into a weapon or armor by touching a nonmagical version. Until your next long rest or you die, the object grants a +1 bonus to either AC or attack and damage rolls. You can't use this feature again until you finish a long rest.

Constructed Resilience ERftLW, pg. 36

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest ERftLW, pg. 36

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection ERftLW, pg. 36

You gain a +1 bonus to Armor Class. To don or doff armor other than a shield takes 1 hour, and you must be proficient with the armor.

While you live, your incorporated armor can’t be removed from your body against your will.

Blessing of the Forge XGtE, pg. 19
At the end of a long rest, you can imbue magic into a weapon or armor by touching a nonmagical version. Until your next long rest or you die, the object grants a [+1] bonus to either AC or attack and damage rolls. You can't use this feature again until you finish a long rest.

Constructed Resilience ERftLW, pg. 36
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest ERftLW, pg. 36
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection ERftLW, pg. 36
You gain a [+1] bonus to Armor Class. To don or doff armor other than a shield takes 1 hour, and you must be proficient with the armor.

While you live, your incorporated armor can’t be removed from your body against your will.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Amulet
Chain Mail
Clothes, Traveler's
Adventuring Gear
Javelin
Mace
Shield
Smith's Tools
Bedroll
Mess Kit
Rations (1 day) 10
Rope, Hempen (50 feet)
Tinderbox
Torch
Waterskin
Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
5gp
WEALTH
Proficiencies: Heavy Armor, Light Armor, Medium Armor, Shields, Simple Weapons, Smith's Tools, Thieves' Tools, Tinker's Tools.
Languages: Common, Draconic, Dwarvish
PROFICIENCIES & LANGUAGES
I tell stories whenever I get bored, and while some are boring and empty, others are wild tales of magic and battles with monsters.
I am horrible at reacting to social queues, but some emotions come out right.
Quirk: I don't understand clothes beyond their utility, and think they are only used to show their profession.
PERSONALITY TRAITS
I tell stories whenever I get bored, and while some are boring and empty, others are wild tales of magic and battles with monsters.
I am horrible at reacting to social queues, but some emotions come out right.
Quirk: I don't understand clothes beyond their utility, and think they are only used to show their profession.
IDEALS
I was traveling along to find a place to learn more about smithing, and met a strange Harengon named March, and he showed interest in me, so I began to travel with him.
BONDS
I was traveling along to find a place to learn more about smithing, and met a strange Harengon named March, and he showed interest in me, so I began to travel with him.
FLAWS
 
DESCRIPTION & EXTRA INFO
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