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INSPIRATION
STRENGTH Yer as 'ard as they come. A
18 0 25 perfectionist, you demand the best
16 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
from yourself and expect
the utmost from others.
+3+3 PERSONALITY TRAITS
10
+0
+2
Dexterity
Constitution
84 strengthen the bonds of Dwarven community and
the security of Dwarven civilization and it's preservation.
10 1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
0
History (Int) Preserve Life.
Warhamm +7 1D8+3 Cleric Channel Divinity feature
+0+0 4
Insight (Wis)
1
Intimidation (Cha) Hand ax +7 1D6+3
Advantage on saves vs poison,
WISDOM 0
Investigation (Int)
Xbow +4 1D8 poison damage resistance
8
Medicine (Wis)
18 0
Nature (Int) Double Prof bonus on stonework
Warhammer.5 ft blunt,
8
Perception (Wis)
+4+8 Handaxe.5 ft. or range 80/320 Healing spell lvl 1or higher heal an
1
Performance (Cha)
ft. slashing, additional 2+ level
1
Persuasion (Cha)
CHARISMA Xbow. 20/60 ft.pierce
4
Religion (Int) Turn Undead
12 0
Sleight of Hand (Dex)
0
Stealth (Dex) Preserve life
+1/+5
4
Survival (Wis)
Kill CR 2 undead that fail save vs
SKILLS ATTACKS & SPELLCASTING turning
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95 4'2" 250
AGE HEIGHT WEIGHT
TEGAN "TEAG" GREATBRAID
grey tanned red
CHARACTER NAME EYES SKIN HAIR
SYMBOL
Channel Divinity (Recharges after You Finish a Short or Long Rest). You can channel divine
Before you became the Cleric to the energy to create one of the following effects. You can do so once. Preserve Life. As an
Dwarven Deities aboard a Privateer action, you present your holy symbol and evoke healing energy that can restore up to 15 hit
ship, you were a journeyman jeweler points. Choose any creatures within 30 feet of you, and divide those hit points among them.
This feature can restore a creature to no more than half of its hit point maximum. You cant
and gem cutter. Even outside your use this feature on an undead or a construct. Turn Undead. As an action, you present your
home, you are recognized by your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear
badge and skill. You have the aid of a you within 30 feet of you must succeed on a DC 13 Wisdom saving throw or become turned
loose coalition of guilds, and one day for 1 minute or until it takes any damage. A turned creature must spend its turns trying to
you shall become a master your own move as far away from you as it can, and it cant willingly move to a space within 30 feet of
right. Seeking such mastery is an act you. It also cant take reactions. For its action, it can use only the Dash action or try to
of worship to you. escape from an effect that prevents it from moving. If theres nowhere to move, the creature
can use the Dodge action.
Guild Member. Fellow guild members Life Domain. The Life domain focuses on the vibrant positive energy one of the fundamental
can provide you with necessities, and forces of the universe that sustains all life. You gain a number of domain spells, which are
the guild can use its political power to always considered to be prepared, as a result of this domain. In addition, you have access to
aid you. In some areas, a guildhall the following features Disciple of Life. When you cast a spell of 1st level or higher to restore
offers a place to meet other members hit points to a creature, the creature regains additional hit points equal to 2 + the spells level.
of your profession and those who aid
the guild. You must pay dues of 5 gp ADDITIONAL FEATURES & TRAITS
per month to the guild. If you miss
payments, you must make up back
dues to remain in the guilds good
graces.
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Cleric:Life Domain 9 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Sacred Flame (at will) Beacon of hope
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Bless*
Cure Wounds*
4 3
Detect Evil and Good
Stone Shape
2 2
Calm Emotions
Lesser Restoration*
Prayer of Healing
5 1
Spiritual Weapon*
Mass Cure
9
Raise Dead
Flame Strike
Greater Restoration
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