Harl Timbers' Character Sheet: Difference between revisions
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*Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. | *Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. | ||
*Arcane Tradition: Theurgy (Life (or possibly Knowledge or Light) domain) | *Arcane Tradition: Theurgy (Life (or possibly Knowledge or Light) domain) | ||
**Arcane Initiate: Beginning at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. | **Arcane Initiate: Beginning at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks. | ||
If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks. | |||
**Channel Arcana: At 2nd level, you gain the ability to channel arcane energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests | **Channel Arcana: At 2nd level, you gain the ability to channel arcane energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests | ||
***Channel Divinity: Preserve Life - Starting at 2nd level, 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. | ***Channel Divinity: Preserve Life - Starting at 2nd level, 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. |
Revision as of 08:38, 5 September 2018
File:Harl.jpg | |
Level | 3 |
Race | Road Halfling |
Class | Grave Cleric 1/ Theurgy Wizard 2 |
Armor | Medium Armor |
Weapon(s) | weapons |
Hometown | birthplace |
Background:
- Skill Proficiencies: Arcana, Perception
- Tool Proficiencies:
- Languages:
- Equipment:
- Lifestyle:
- Feature:
Traits
Ideals
Bonds
Flaws
Extended XGtE Background
Attributes
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Secondary Attributes
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Skills & Abilities
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Languages
Class and Background Abilities
Race Abilities
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Cleric Spellcasting (WIS, DC 12)
- Spell Slots (refresh on long rest, shared between classes): 1st - 4, 2nd - 2
- Spells Prepared: 3
- Domain Spells: Bane, False Life
- Cantrips (4 known):
- Guidance (Concentration, VS)
- Spare the Dying (Grave Domain feature: 30' range and can be cast as a bonus action, VS)
- Thaumaturgy (V)
- Word of Radiance (VM)
Wizard Spellcasting (INT, DC 12)
- Spell Slots (refresh on long rest, shared between classes): 1st - 4, 2nd - 2
- Spells Prepared: 4 (8 known, 1 of which can be from selected Theurgy domain list)
- Cantrips (3 known):
- Firebolt(VS) or Create Bonfire (Concentration, VS)
- Light or Prestidigitation or some other utility
- Toll the Dead (VS)
- Level 1
- Find Familiar (Ritual)
- Shield (Reaction, VS)
Gear
Armor
- Scale Armor
- Shield
Weapons
Melee Weapons
- mace
Ranged Weapons
- (a) a light crossbow and 20 bolts, or (b) any simple weapon
Inventory of items
- Familiar: owl
- Spell Book
- Component Pouch
- (a) priest's pack, or (b) an explorer's pack