Peti

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Overview


Core Stats

Stat Value
Hit Points 15
Armor Class (AC) 15 (without Shield 13)
Proficiency Bonus +2
Initiative +0
Speed 30 ft.
Passive Perception 14

Ability Scores

Ability Score Modifier
Strength 14 +2
Dexterity 11 0
Constitution 14 +2
Intelligence 12 +1
Wisdom 18 +4
Charisma 14 +2

Skills

Ability Skill Proficient Modifier
DEX Acrobatics [ ] 0
WIS Animal Handling [ ] +4
INT Arcana [ ] +1
STR Athletics [ ] +2
CHA Deception [ ] +2
INT History [ ] +1
WIS Insight [ X ] +6
CHA Intimidation [ ] +2
INT Investigation [ ] +1
WIS Medicine [ X ] +6
INT Nature [ ] +1
WIS Perception [ ] +4
CHA Performance [ ] +2
CHA Persuasion [ X ] +4
INT Religion [ X ] +3
DEX Sleight of Hand [ ] +0
DEX Stealth [ ] +0
WIS Survival [ ] +4

Saving Throws

Ability Proficient Modifier
Strength [ ] +2
Dexterity [ ] 0
Constitution [ ] +2
Intelligence [ ] +1
Wisdom [ X ] +6
Charisma [ X ] +4

Proficencies & Training


Species Abilities

Darkvision:

  • You have Darkvision with a range of 120 feet.

Dwarven Resilience:

  • You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Dwarven Toughness:

  • Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.

Stonecunning:

  • As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


Class Abilities

Level 1

Spellcasting

You can cast Cleric spells, drawing magic from nature.

  • Spell Slots: Use spell slots shown on the Cleric table (regain all on a Long Rest).
  • Prepared Spells: You prepare a limited number of Cleric spells each day.
    • Start with 4 level 1 spells and 3 Cantrips
    • Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip
    • You can swap 1 prepared spell after each Long Rest.
  • Spellcasting Ability: Wisdom
  • Spellcasting Focus: You can use a Holy Symbol.
Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.

  • Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
  • Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).

Level 2

Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

  • Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
    • You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).
  • Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Feats

Magic Initiate (Cleric)

You gain the following benefits.

  • Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).
  • Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
  • Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Selected Spells

Attacks & Weapons

Weapon Attack Bonus / DC Damage Range Note
Mace +4 (str mod + prof mod) 1d6 + Str mod 5 ft. Melee Thrown
Handaxe +4 (str mod + prof mod) 1d6 + Str mod 5 ft. Melee

Equipment

Worn / Equipped

Inventory


Spellcasting (if applicable)

Known / Prepared Spells

Cantrip

Level 1