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Moira - Roll20 Characters

The document details the character Moira, a Level 3 Life Domain Cleric and Astrologer, including her abilities, spells, equipment, and traits. Moira is a Half-Elf with a Chaotic Good alignment and has various spells and features related to healing and divine energy. The character sheet includes information on her stats, skills, and attack options, emphasizing her role as a healer and support in gameplay.

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0% found this document useful (0 votes)
38 views6 pages

Moira - Roll20 Characters

The document details the character Moira, a Level 3 Life Domain Cleric and Astrologer, including her abilities, spells, equipment, and traits. Moira is a Half-Elf with a Chaotic Good alignment and has various spells and features related to healing and divine energy. The character sheet includes information on her stats, skills, and attack options, emphasizing her role as a healer and support in gameplay.

Uploaded by

yippeeyeekayay
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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Life Domain Cleric 3 Astrologer

CLASS & LEVEL BACKGROUND PLAYER NAME


Moira Half-Elf Chaotic Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
Silly
STRENGTH 18 2 30

0 2 PROFICIENCY BONUS

PERSONALITY TRAITS
10
Hit Point Maximum 16
0 Strength
DEXTERITY 2 Dexterity Fuck around and find out

2 0

3
Constitution

Intelligence
CURRENT HIT POINTS

14 3 Wisdom IDEALS

6 Charisma

SAVING THROWS TEMPORARY HIT POINTS


CONSTITUTION I love girls

0 2 Acrobatics (Dex)
3

10 1 Animal Handling (…
BONDS
5 Arcana (Int)

INTELLIGENCE 0 Athletics (Str)


I love girls

3
4 Deception (Cha) NAME ATK DAMAGE/TYPE
5 History (Int)
Cure Wounds 1d8+1 Healing
17 3 Insight (Wis)
FLAWS
4 Intimidation (Cha) Sacred Flame DC11 1d8 Radiant

3 Investigation (Int)
WISDOM Healing Word 1d4+1 Healing

1
1 Medicine (Wis)
Ritual Casting
3 Nature (Int) Mace +2 1d6 Bludgeo…
Disciple of Life
3 Perception (Wis)
13 Dagger +4 1d4+2 Piercing Darkvision
6 Performance (Cha)
Fey Ancestry
4 Persuasion (Cha) Prayer of Hea… 2d8+1 Healing
CHARISMA
5 Channel Divinity
Religion (Int)

4 2
2
Sleight of Hand (Dex)

Stealth (Dex)
Guiding Bolt +3 4d6 Radiant Channel Divinity: Turn Undead

Channel Divinity: Preserve Life


ATTACKS & SPELLCASTING
18 1 Survival (Wis) FEATURES & TRAITS

SKILLS 0
CP SP EP GP PP

13 PASSIVE WISDOM (PERCEPTION)


1 Mace
1 Chain Mail
TOOL: Navigator's Tools 1 Dagger
LANGUAGE: Celestial, Common, Deep Speech, 1 Explorer's Pack
Draconic, Elvish 1 Shield
ARMOR: Heavy Armor, Light Armor, Medium 1 Holy Symbol
Armor, Shields 1 Backpack
WEAPON: Simple weapons EQUIPMENT

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 1 Total:
CP SP EP GP PP
Spiritual Wea… +3 1d8+1 Force 1
CHANNEL DIVINITY
1 Bedroll
1 Mess Kit
1 Tinderbox Total: Total:
10 Torch
10 Rations

ATTACKS & SPELLCASTING 1 Waterskin


1 Hempen Rope Total: Total:

EQUIPMENT
WISDOM 11 3

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Spare the Dying

Sacred Flame
4 0 7 0
Light

1 4 5 0 8 0

Bless

Cure Wounds
9 0
Command

Healing Word

Guiding Bolt

2 2

Continual Flame

Enhance Ability

Prayer of Healing

Spiritual Weapon

Lesser Restoration
FEATURES & TRAITS
Ritual Casting Channel Divinity Channel Divinity: Turn Undead
You can cast a cleric spell as a ritual if that At 2nd level, you gain the ability to channel As an action, you present your holy sym⁠bol
spell has the ritual tag and you have the spell divine energy directly from your deity, using and speak a prayer censuring the Undead.
prepared. that energy to fuel magical effects. You start Each Undead that can see or hear you within
with two such effects: Turn Undead and an 30 feet of you must make a Wisdom saving
Disciple of Life effect determined by your domain. Some throw. If the creature fails its saving throw, it is
Also starting at 1st level, your healing spells domains grant you additional effects as you turned for 1 minute or until it takes any
are more effective. Whenever you use a spell advance in levels, as noted in the domain damage.
of 1st level or higher to restore hit points to a description. A turned creature must spend its turns trying
creature, the creature regains additional hit When you use your Channel Divinity, you to move as far away from you as it can, and it
points equal to 2 + the spell's level. choose which effect to create. You must then can’t willingly move to a space within 30 feet
finish a short or long rest to use your Channel of you. It also can’t take reactions. For its
Darkvision Divinity again. action, it can use only the Dash action or try to
Thanks to your elf blood, you have superior Some Channel Divinity effects require saving escape from an effect that prevents it from
vision in dark and dim conditions. You can see throws. When you use such an effect from this moving. If there’s nowhere to move, the
in dim light within 60 feet of you as if it were class, the DC equals your cleric spell save DC. creature can use the Dodge action.
bright light, and in darkness as if it were dim Beginning at 6th level, you can use your
light. You can't discern color in darkness, only Channel Divinity twice between rests, and Channel Divinity: Preserve Life
shades of gray. beginning at 18th level. you can use it three Starting at 2nd level, you can use your Channel
times between rests. When you finish a short Divinity to heal the badly injured.
Fey Ancestry or long rest, you regain your expended uses. As an action, you present your holy symbol
You have advantage on saving throws against and evoke healing energy that can restore a
being charmed, and magic can't put you to number of hit points equal to five times your
sleep. 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.
SPELLS
Spare the Dying Bless Command
necromancy cantrip enchantment 1 enchantment 1
Casting Time: Action Casting Time: Action Casting Time: Action
Range: Touch Range: 30 feet Range: 60 feet
Target: A living creature that has 0 hit points Target: Up to three creatures of your choice Target: A creature you can see within range
Components: V S within range Components: V
Duration: Instantaneous Components: V S M Duration: 1 Turn
Description: Duration: Concentrationup to 1 minute Description:
You touch a living creature that has 0 hit Description: You speak a one-word command to a creature
points. The creature becomes stable. This spell You bless up to three creatures of your choice you can see within range. The target must
has no effect on undead or constructs. within range. Whenever a target makes an succeed on a Wisdom saving throw or follow
attack roll or a saving throw before the spell the command on its next turn. The spell has no
Sacred Flame ends, the target can roll a d4 and add the effect if the target is undead, if it doesn't
evocation cantrip number rolled to the attack roll or saving throw. understand your language, or if your command
Casting Time: Action At Higher Levels: When you cast this spell is directly harmful to it.
Range: 60 feet using a spell slot of 2nd level or higher, you
Target: A creature that you can see within can target one additional creature for each slot Some typical commands and their effects
range level above 1st. follow. You might issue a command other than
Components: V S one described here. If you do so, the DM
Duration: Instantaneous Cure Wounds determines how the target behaves. If the
Description: evocation 1 target can't follow your command, the spell
Flame-like radiance descends on a creature Casting Time: Action ends.
that you can see within range. The target must Range: Touch
succeed on a Dexterity saving throw or take Target: A creature you touch Approach. The target moves toward you by the
1d8 radiant damage. The target gains no Components: V S shortest and most direct route, ending its turn
benefit from cover for this saving throw. Duration: Instantaneous if it moves within 5 feet of you.
At Higher Levels: The spell's damage Description:
increases by 1d8 when you reach 5th level A creature you touch regains a number of hit Drop. The target drops whatever it is holding
(2d8), 11th level (3d8), and 17th level (4d8). points equal to 1d8 + your spellcasting ability and then ends its turn.
modifier. This spell has no effect on undead or
Light constructs. Flee. The target spends its turn moving away
evocation cantrip At Higher Levels: When you cast this spell from you by the fastest available means.
Casting Time: Action using a spell slot of 2nd level or higher, the
Range: Touch healing increases by 1d8 for each slot level Grovel. The target falls prone and then ends its
Target: One object that is no larger than 10 above 1st. turn.
feet in any dimension
Components: V M
Halt. The target doesn't move and takes no
Duration: 1 Hour
actions. A flying creature stays aloft, provided
Description:
that it is able to do so. If it must move to stay
You touch one object that is no larger than 10
aloft, it flies the minimum distance needed to
feet in any dimension. Until the spell ends, the
remain in the air.
object sheds bright light in a 20-foot radius
At Higher Levels: When you cast this spell
and dim light for an additional 20 feet. The light
using a spell slot of 2nd level or higher, you
can be colored as you like. Completely
can affect one additional creature for each slot
covering the object with something opaque
level above 1st. The creatures must be within
blocks the light. The spell ends if you cast it
30 feet of each other when you target them.
again or dismiss it as an action.

If you target an object held or worn by a hostile


creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
Healing Word Enhance Ability Spiritual Weapon
evocation 1 transmutation 2 evocation 2
Casting Time: Bonus Action Casting Time: Action Casting Time: Bonus Action
Range: 60 feet Range: Touch Range: 60 feet
Target: A creature of your choice that you can Target: A creature Target: See text
see within range Components: V S M Components: V S
Components: V Duration: Concentrationup to 1 hour Duration: 1 Minute
Duration: Instantaneous Description: Description:
Description: You touch a creature and bestow upon it a You create a floating, spectral weapon within
A creature of your choice that you can see magical enhancement. Choose one of the range that lasts for the duration or until you
within range regains hit points equal to 1d4 + following effects; the target gains that effect cast this spell again. When you cast the spell,
your spellcasting ability modifier. This spell has until the spell ends. you can make a melee spell attack against a
no effect on undead or constructs. creature within 5 feet of the weapon. On a hit,
At Higher Levels: When you cast this spell Bear's Endurance. The target has advantage the target takes force damage equal to 1d8 +
using a spell slot of 2nd level or higher, the on Constitution checks. It also gains 2d6 your spellcasting ability modifier.
healing increases by 1d4 for each slot level temporary hit points, which are lost when the
above 1st. spell ends. As a bonus action on your turn, you can move
the weapon up to 20 feet and repeat the attack
Guiding Bolt Bull's Strength. The target has advantage on against a creature within 5 feet of it.
evocation 1 Strength checks, and his or her carrying
Casting Time: 1 action capacity doubles. The weapon can take whatever form you
Range: 120 ft choose. Clerics of deities who are associated
Target: A creature of your choice within range Cat's Grace. The target has advantage on with a particular weapon (as St. Cuthbert is
Components: V S Dexterity checks. It also doesn't take damage known for his mace and Thor for his hammer)
Duration: 1 round from falling 20 feet or less if it isn't make this spell's effect resemble that weapon.
Description: incapacitated. At Higher Levels: When you cast this spell
A flash of light streaks toward a creature of using a spell slot of 3rd level or higher, the
your choice within range. Make a ranged spell Eagle's Splendor. The target has advantage on damage increases by 1d8 for every two slot
attack against the target. On a hit, the target Charisma checks. levels above 2nd.
takes 4d6 radiant damage, and the next attack
roll made against this target before the end of Fox's Cunning. The target has advantage on Lesser Restoration
your next turn has advantage, thanks to the Intelligence checks. abjuration 2
mystical dim light glittering on the target until Casting Time: Action
then. Owl's Wisdom. The target has advantage on Range: Touch
At Higher Levels: When you cast this spell Wisdom checks. Target: A creature
using a spell slot of 2nd level or higher, the At Higher Levels: When you cast this spell Components: V S
damage increases by 1d6 for each slot level using a spell slot of 3rd level or higher, you can Duration: Instantaneous
above 1st. target one additional creature for each slot Description:
level above 2nd. You touch a creature and can end either one
Continual Flame disease or one condition afflicting it. The
evocation 2 Prayer of Healing condition can be blinded, deafened, paralyzed,
Casting Time: Action evocation 2 or poisoned.
Range: Touch Casting Time: 10 Minutes
Target: An object that you touch Range: 30 feet
Components: V S M Target: Up to six creatures of your choice that
Duration: Until dispelled you can see within range
Description: Components: V
A flame, equivalent in brightness to a torch, Duration: Instantaneous
springs forth from an object that you touch. Description:
The effect looks like a regular flame, but it Up to six creatures of your choice that you can
creates no heat and doesn't use oxygen. A see within range each regain hit points equal to
continual flame can be covered or hidden but 2d8 + your spellcasting ability modifier. This
not smothered or quenched. spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
healing increases by 1d8 for each slot level
above 2nd.

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