Sunny Level 3

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3rd Level Sorcerer/Cleric City Watch Foggy

CLASS & LEVEL BACKGROUND PLAYER NAME


Sunny
Envoy Warforged Chaotic Good N/A
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I like doing my job and helping
18 -1 30 others. I also secretly like to
14 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
draw, but I have never told
anyone this.
+2 PERSONALITY TRAITS

Hit Point Maximum 25


+2 Strength
Gentleness - I may not be what the sould
DEXTERITY

8 ●
-1

+5
Dexterity
Constitution
25 inside me is but I can still be kind and
caring. I want to see people smile.
CURRENT HIT POINTS IDEALS
-1 Intelligence

-1 +3 Wisdom
The children at the Littlepaw Orphanage

CONSTITUTION
● +4 Charisma

SAVING THROWS
- are the closest thing I will ever have to
family. I owe them my entire life.
TEMPORARY HIT POINTS BONDS

16
-1 Acrobatics (Dex) Total 3 SUCCESSES I do not understand my own limits
+3 Animal Handling (Wis) and often find myself overexerting
+3
1d6 FAILURES
myself in order to help someone.
● +1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +4 Athletics (Str)

8 +2

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Warforged Resilience - You have advantage on saving
throws against being poisoned, and you have resistance to
Greatsword +2 2d6 +2 Slashing poison damage. You are immune to disease. You don't need
-1 ● +5 Insight (Wis) to eat, drink, or breathe. You don't need to sleep and don't
suffer the effects of exhaustion due to lack of rest, and
+2 Intimidation (Cha) magic can't put you to sleep.
WISDOM -1 Investigation (Int) Sentry's Rest - When you take a long rest, you must spend
at least six hours in an inactive, motionless state, rather than
+3 Medicine (Wis)
16 -1 Nature (Int)
sleeping. In this state, you appear inert, but it doesn't render
you unconscious, and you can see and hear as normal.

Integrated Protection - Your body has built-in defensive


● +5 Perception (Wis) layers, which determine your armor class. You gain no
+3 benefit from wearing armor, but if you are using a shield, you
+2 Performance (Cha) apply its bonus as normal. You can alter your body to enter
different defensive modes; each time you finish a long rest,
● +4 Persuasion (Cha) choose one mode to adopt from the Integrated Protection
CHARISMA
table, provided you meet the mode's prerequisite: At the
-1 Religion (Int) moment he has Heavy Plating Installed.
14 -1 Sleight of Hand (Dex) Special Plating - Your creator made you with plating that
meant you could not rust. You have resistance to Cold and
-1 Stealth (Dex) Acid damage and cannot rust when submerged in water.
+2 +3 Survival (Wis) Specialized Design - You gain proficiency with the
Perception skill.
SKILLS ATTACKS & SPELLCASTING
Watcher's Eye - Your experience in enforcing the law, and
dealing with lawbreakers, gives you a feel for local laws and
18 PASSIVE WISDOM (PERCEPTION) A band over his chest that criminals. You can easily find the local outpost of the watch
or a similar organization, and just as easily pick out the dens
CP - simply reads 'Security of criminal activity in a community, although you're more
Guard' in sloppy handwriting likely to be welcome in the former locations rather than the
latter.
A horn painted with little
Common, Aquatic and SP - handprints Favoured By The Gods - If you fail a saving throw or miss
with an attack roll, you can roll 2d4 and add it to the total,
Primordial A tearstained handkerchief possibly changing the outcome. Once you use this feature,
EP - Holy Symbol you can't use it again until you finish a short or long rest.

Bedroll Eyes of the Night - You have darkvision out to a range of


All armour, Shields, Martial Blanket 300 feet. In that radius, you can see in dim light as if it were
Weapons, Daggers, Darts, GP 17 Lamp
bright light and in darkness as if it were dim light. As an
action, you can magically share the darkvision of this feature
Slings, Quarterstaffs, Light 13 Oil Flasks with willing creatures you can see within 10 feet of you, up to
a number of creatures equal to 3. The shared darkvision
PP - Traveller's Clothing lasts for 1 hour. Once you share it, you can't do so again
crossbows Backpack until you finish a long rest, unless you expend a spell slot of
any level to share it again.
Waterskin
1 Ration
6 Person Tent
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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18 7'2
AGE HEIGHT WEIGHT
Solarias the Angel
- - -
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity - When you use your Channel Divinity, you choose which effect to create. You
must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity
effects require saving throws. When you use such an effect from this class, the DC equals your
cleric spell save DC. Turn Undead: 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.
Twilight Sanctuary - As an action, you present your holy symbol, and a sphere of twilight emanates
from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The
sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a
creature (including you) ends its turn in the sphere, you can grant that creature one of these
benefits: You grant it temporary hit points equal to 1d6 plus your cleric level or You end one effect
on it causing it to be charmed or frightened.

Vigilant Blessing - At 1st level, the night has taught you to be vigilant. As an action, you give one
creature you touch (including possibly yourself) advantage on the next initiative roll the creature
makes. This benefit ends immediately after the roll or if you use this feature again.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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

0 CANTRIPS 3 - - 6 - -
Message
Shocking Grasp
Chill Touch
Mending

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 4/4 7 - -
EPAR
SPELL NAME
ED
PR

● Magic Missile(Sorcerer)

● Feather Fall(Sorcerer)
4 - -
● Cure Wounds(Sorcerer, Origin)

● Protection from Evil and Good(Sorcerer, Origin)


SPELLS KNOWN

● Faerie Fire(Cleric, Always Prepared)

● Sleep(Cleric, Always Prepared)

● Healing Word(Cleric)

● Shield of Faith(Cleric)

● Bless(Cleric)

8 - -

2 2 2/2
● Blindness/Deafness(Cleric)

● Lesser Restoration(Cleric)

5 - -
9 - -

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

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