Goblin Cleric Level 2
XP: 0
Background: Urchin
Proficiency bonus: +2
Alignment:Chaotic Neutral
Player: PaulaJ
Ac | Initiative | Speed | HP/MaxHP | Hit Dice |
---|---|---|---|---|
16 | +3 | 30 | 17/17 | 2d8 |
Ability Scores
Strength: 12 (+1)
Dexterity: 17 (+3)
Constitution: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 17 (+3)
Charisma: 13 (+1)
Saving throws
Strength: +1
Dexterity: +3
Constitution: +2
Intelligence: +1
Wisdom: +5
Charisma: +3
Skill Name | Proficency | Bonus |
---|---|---|
Acrobatics | No | 3 |
Animal Handling | No | 3 |
Arcana | No | 1 |
Athletics | No | 1 |
Deception | No | 1 |
History | No | 1 |
Insight | Yes | 5 |
Intimidation | No | 1 |
Investigation | No | 1 |
Medicine | Yes | 5 |
Nature | No | 1 |
Perception | No | 3 |
Performance | No | 1 |
Persuasion | No | 1 |
Religion | No | 1 |
Sleight of hand | Yes | 5 |
Stealth | Yes | 5 |
Survival | No | 3 |
Racial Features | Class Features |
---|---|
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Blessing of the Trickster At 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. |
Fury of the small:When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. | Channel Divinity Starting at 2nd level, as an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. |
Nimble EscapeYou can take the Disengage or Hide action as a bonus action on each of your turns | Channel Divinity: Turn Undead:As an action, 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. |
City Secrets: (background) You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Languages Known | Tool Proficencies | Gaming Proficencies | Musical Instrements | Weapons | Armor |
---|---|---|---|---|---|
Common, Goblin | Thieves tools, Disguise Kit | None | None | Simple Weapons | Light Armor, Medium Armor, Shields |
Magic
Clerics use wisdom as thier spell-casting Modifier
Spell Attack Modifier: +5
Spell Save DC: 13
Spell Level | Spell name | Memorised? |
---|---|---|
Cantrip | Guidance | N/A |
Sacred Flame | N/A | |
Thaumaturgy | N/A | |
1st | Bane | Yes |
Bless | ||
Charm Person | Domain Spell | |
Command | Yes | |
Create or Destroy water | ||
Cure Wounds | Yes | |
Detect Magic | ||
Detect Evil and Good | ||
Detect Magic | ||
Detect Poison and Disease | ||
Disguise Self | Domain Spell | |
Guiding Bolt | Yes | |
Healing Word | Yes | |
Inflict Wounds | ||
Protection From Evil and Good | ||
Purify Food and Drink | ||
Sanctuary | ||
Shield of faith |
Personality
Personality: I ask a lot of questions
Ideals: Aspiration. I’m going to prove that I’m worthy of a better life.
Bonds: No one else should have to endure the hardships I’ve been through.
Flaws: If I'm outnumbered i will run away from a fight