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Clericlvl 1

NAME Sturth Talltide

STR

9

DEX

12

CON

14

INT

7

WIS

15

CHA

7

HIT DIE

1D8

HP

6

Equipment

Coins: 0
Two-handed hammer
Tiny Stone Box with a voice trapped inside
Holy Symbol - Ornately engraved crescent

ArmourAV

Thick Cloth Vestments1

Spellbook

Protection from Evil (lvl 1) : Advantage on all harmful tests against an evil source - lasts Ud8 Minutes.

Light (lvl 1) : Create dim light from a Nearby spot or object - lasts Ud8 Minutes.

Purify Food and Drink (lvl 2) : Purifies all Nearby food and drink.

Hold Person (lvl 2) : Paralyses 1d4 Nearby targets. Test WIS each Turn to see if the effect lasts.

Bless (lvl 2) : Nearby allies gain +1 to stats when making Attacks and saves - lasts Ud8 Minutes.

Find Traps (lvl 2) : Notice all Nearby traps - lasts Ud6 Minutes.

Abilites

Useable Weapons & Armour: All blunt weapons, cloth, leather, mail, all helmets, all shields

Attack Damage: 1d6 or 1d4 if unarmed

Banish Undead

A Cleric may spend an action to banish all nearby undead by testing their WIS and adding the creatures’ HD to the roll.

Divine Fortification

Roll with advantage when making a CON attribute Test to resist poisons or being paralysed or impeded.

Memorising Prayers

Once per day, a Cleric may spend an hour memorising a number of prayers equal to their level, from scrolls and books.

A Cleric can only memorise prayers of levels up to and equal to their current Level.

Invoking Prayers

A Cleric can spend an action on their turn to cast a prayer from memory. Once the effects are resolved, the Cleric should make an attribute Test - adding the prayer’s level to the roll. If they have already cast the spell this session this attribute test is made with disadvantage. If they fail, the prayer is no longer memorised, and the Cleric cannot cast the prayer until they memorise it again.

Bio

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