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Cleric - Tempest Domain - V5.0

This document contains character sheet information for a level 1 cleric, including name, race, alignment, ability scores, hit points, spells, and class features. At level 1, clerics regain all expended spell slots after a long rest. They can use the Wrath of the Storm feature to deal lightning or thunder damage in response to attacks. Channel Divinity options include Turn Undead and Destructive Wrath for maximizing damage rolls.

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0% found this document useful (0 votes)
548 views1 page

Cleric - Tempest Domain - V5.0

This document contains character sheet information for a level 1 cleric, including name, race, alignment, ability scores, hit points, spells, and class features. At level 1, clerics regain all expended spell slots after a long rest. They can use the Wrath of the Storm feature to deal lightning or thunder damage in response to attacks. Channel Divinity options include Turn Undead and Destructive Wrath for maximizing damage rolls.

Uploaded by

ECO Speeds
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Character name Level XP SPELLCASTING @ Level 1

Regain all expended spell slots after a long rest.

Player name Race Alignment Spell attack Spell DC

Cantrips known Prepared spells

SAVING THROW
WRATH OF THE STORM @ Level 1
ATHLETICS When a creature within 5 ft. of you hits you with an attack, you can use
your reaction to force the attacker to make a WIS save or take 2d8
lightning or thunder damage. Half damage on save. You can do this a
AC CONDITIONS number of times equal to your WIS (min. of 1). Regain after long rest.

Max. uses Number of times used


STRENGTH
Maximum Temporary CHANNEL DIVINITY @ Level 2, 6 and 18
SAVING THROW
Use a Channel Divinity feature. Regain after short or long rest.
ACROBATICS
SLEIGHT OF HAND Max. uses Number of times used
INITIATIVE
STEALTH CHANNEL DIVINITY: TURN UNDEAD @ Level 2
As an action, each undead within 30 ft. that can see or hear you must
DEXTERITY make a WIS save or be turned for 1 min or until it takes any damage.
Turned creatures must spend their turn moving as far away from you as
SAVING THROW they can, can't willingly move within 30 ft. of you, or take reactions. For
SPEED HIT POINTS their action, they can only use Dash, or try to escape from an effect that
prevents them from moving. If nowhere to move, uses Dodge action.
HIT DICE CHANNEL DIVINITY: DESTRUCTIVE WRATH @ Level 2
You can spend one or more hit dice at the end of a short rest. Roll each When rolling lightning or thunder damage, use this feature to deal max.
die and add your CON modifier. You regain HP equal to the total. Regain damage instead of rolling.
hit dice up to half your max. hit dice (min. of 1) after a long rest.
CONSTITUTION DESTROY UNDEAD @ Level 5
Die size Max. dice Dice left When an undead fails its save against your Channel Divinity: Turn
SAVING THROW Undead, refer to the table below to see if the undead is destroyed.
ARCANA DEATH SAVING THROWS
Cleric Level Destroys undead of CR
If you start your turn wtih 0 HP, roll a d20. If the roll is 10 or higher, mark
HISTORY 5th 1/2 or lower
off 1 success, otherwise, mark off 1 failure. 3 success and you become
8th 1 or lower
INVESTIGATION stable, 3 failures and you die. Rolling a 1 counts as 2 failures. If you roll a
11th 2 or lower
20, you regain 1 HP and regain consciousness. If you take damage while
NATURE 14th 3 or lower
at 0 HP, mark off 1 failure. If you suffer a critical hit, mark off 2 failures. If
INTELLIGENCE RELIGION the damage exceeds your max. HP, you suffer instant death.
17th 4 or lower

SAVING THROW Successes Failures THUNDERBOLT STRIKE @ Level 6


When dealing lightning or thunder damage to a large or smaller creature,
ANIMAL HANDLING you can push it up to 10 ft. away from you.
INSIGHT
DIVINE STRIKE @ Level 8 and 14
MEDICINE Weapon Range Once on your turn when you hit a creature with a weapon attack, you can
PERCEPTION choose to add 1d8 thunder damage to the attack. The damage increases
WISDOM To hit Damage to 2d8 when you reach 14th level.
SURVIVAL
DIVINE INTERVENTION @ Level 10
SAVING THROW
_________________________________________ Describe some assistance you wish from your deity and roll percentile
die. If you roll a number equal or lower than your cleric level, your deity
DECEPTION
_________________________________________ intervenes. The outcome is determined by your DM. At level 20, calling
INTIMIDATION for aid automatically succeeds. Regain after long rest or 7 days if success.
PERFORMANCE
Weapon Range Days until regain
PERSUASION
CHARISMA STORMBORN @ Level 17
To hit Damage
You have fly speed equal to current walking speed while not
Proficiency Bonus Passive Perception underground or indoors.
_________________________________________ Notes

Armor, Weapon & Tool Proficiencies


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_________________________________________ Weapon Range _________________________________________
_________________________________________ To hit Damage _________________________________________
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Ammunition Count
Known Languages _________________________________________
_________________________________________ Ammunition Count
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_________________________________________ Number of attacks per attack action
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Currently Equipped
Features & Other
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Currency Amount

_________________________________________ _________________________________________
Currency Amount
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Currency Amount Item Count

Currency Amount Item Count


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Currency Amount Item Count
CLERIC OF TEMPEST

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