Adventure Logsheet
Race: Hill Dwarf Ability Scores Str: 14 Dex: 8 Con: 14 (+2) Int: 10 Wis: 16 (+1) Cha: 13 Proficiency bonus: +2 Speed: 25ft Ini: -1 Armor: 18 prof. Saving Throws: Wisdom, Charisma Prof: Insight, Medicine, Persuasion, Religion Proficiencies and Languages: Armor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Battleaxe, Simple Weapons, Warhammer Tools: Smith's Tools Languages: Common, Dwarvish, Elvish, Halfling Senses Passive Perception: 13 Passive Investigation: 10 Passive Insight: 15 Darkvision: 60ft. Start Inventory: Amulet (holy Symbol), Chain mail, Clothes Common, Crossbow Bolts (20), Crossbow (light), emblem (holy Symbol), Shield, Vestment, Warhammer Backpack: Bedroll, Mess kit, Rations (10), Rope (50 feet), Tinderbox, Torch (10), Waterskin Other Possessions: a Prayer Book, 5 stcks of incense Spells: **Modifier: +3 Spell attack: +5 Save DC: 13 Cantrips: Light, Sacred Flame, Spare the dying 1st LVL spells: Bless, cure wounds, detect magic, Guiding Bolt, Inflict wounds, Shield of Faith Race Feats: Darkvision Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage Dwarven Combat Training Tool Proficiency: Smith's Tools Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Feat: Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Background: Acolyte FEATURE: SHELTER OF THE FAITHFUL As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple Beschreibung: Lebte in deinem Zwergischen Kloster als Heiler und wurde auf Reisen geschickt, um neue erfahrungen zu sammeln, was den Kampf angeht.
Loot: Scroll of Revivify Lvl. Up Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. 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. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity: 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 Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. 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 can’t use this feature on an undead or a construct.