Table of Contents
Katherine Clement
5' 8“, 146 lbs, blonde hair, blue eyes.
Primary Class: Cleric 3rd level
Secondary Class: Bard 1st level
HP 31 AC 16
Str 13 Dex 11 Con 15 Int 16 Wis 19 Cha 13
Proficiency: +2
Skill Proficiencies
- Acrobatics (Dex): +0 Dex +0 Prof +0 Expert +0 Training
- Animal Handling (Wis): +4 Wis +0 Prof +0 Expert +0 Training
- Arcana (Int): +3 Int +2 Prof +2 Expert +0 Training
- Athletics (Str): +1 Str +0 Prof +0 Expert +0 Training
- Deception (Cha): +1 Cha +0 Prof +0 Expert +0 Training
- History (Int): +3 Int +2 Prof +2 Expert +0 Training
- Insight (Wis): +4 Wis +2 Prof +0 Expert +0 Training
- Intimidation (Cha): +1 Cha +0 Prof +0 Expert +0 Training
- Investigation (Int): +3 Int +2 Prof +0 Expert +0 Training
- Medicine (Wis): +4 Wis +2 Prof +0 Expert +0 Training
- Nature (Int): +3 Int +0 Prof +0 Expert +0 Training
- Perception (Wis): +4 Wis +2 Prof +0 Expert +0 Training
- Performance (Cha): +1 Cha +2 Prof +0 Expert +0 Training
- Persuasion (Cha): +1 Cha +2 Prof +0 Expert +0 Training
- Religion (Int): +3 Int +2 Prof +0 Expert +1 Training
- Sleight of Hand (Dex): +0 Dex +0 Prof +0 Expert +0 Training
- Stealth (Dex): +0 Dex +0 Prof +2 Expert +0 Training
- Survival (Wis): +4 Wis +0 Prof +0 Expert +0 Training
- Technology (Int): +3 Int +0 Prof +0 Expert +0 Training
Tool Proficiencies
- None
Spell Slots
- 4 1st-level cleric
- 2 2nd-level cleric
- 2 1st-level bard
Human Racial Characteristics
Character Background: Acolyte
- Feature: Shelter of the Faithful.
- Skill Proficiencies: Insight, Religion
- Tool Proficiencies: None
- Languages: Celestial, Draconic
- Traits: Angels saved your family from demons. Raucous nature.
- Ideal: Stop corruption of nature.
- Bond: Renown foe of faith's enemies.
- Flaw: Overconfident on destiny.
Cleric Class Features
As a cleric you gain the following class features.
Hit Points
- Hit Dice: 1d8 per cleric level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per cleric level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: All simple weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Persuasion, Medicine
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. 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.
Harness Divine Power
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Blessings of Knowledge At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Channel Divinity: Read Thoughts At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Visions of the Past Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Bard Class Features
As a bard, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per bard level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools: Three musical instruments of your choice
- Saving Throws: Dexterity, Charisma
- Skills: Choose any three: Performance, Perception, Investigation
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Cantrips
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.
Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Magical Inspiration (Optional)
At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
College Stats
Dorm: Witherspoon Hall
- Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
- Calm: Students living here do not have to deal with noisy conditions, making studying easier.
- Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
- Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.
Gained Abilities
Current Classes
- Party Dynamics I: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak.
- Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
- Introduction to World History: +1 to History.
- Medical Practice: Proficiency in Medicine.
- Making Friends: +1 to Persuasion.
Extracurriculars
- Dragonsguard Historical Society: Arcana, History
- Mage Tower Cheer Squad: Perception, Persuasion
Friendships, Beloveds, and Rivalries
Possessions
Money
- 12 gold pieces (gp); 53 silver pieces (sp); 50 copper pieces (cp); 4 gems (worth 10 gp each)
Standard Items
- scale mail (AC 14), shield (AC +2), mace, holy symbol: amulet, prayer book, 5 sticks of incense, vestments.
- Traveler's clothes
- Cleric in a Bottle - Acolyte (Healing Potion)
- Hooded lantern full of oil
- College robes
- College scarf
- College tunic
- College knit hat
- Light crossbow
Special Items
Student ID card
Great Library card
Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.
Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Potion of Healing x 2
Potion of Greater Healing
Potion of Invisibility
SoulPhone
Apps
Bank of Alshira Professional
Natural Magic
Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 3 cantrips from being a cleric, 2 cantrips from being a bard, and 2 cantrips from Magic Initiate.
- Sacred Flame. Ranged Spell Attack: Targets creature within 60 feet that you can see. That creature makes a DC 14 Dexterity saving throw or takes 1d8 radiant damage. (No damage if made save.)
- Light
- Mending
- Vicious Mockery
- Prestidigitation
- Minor Illusion
- Ray of Frost: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Inflict Wounds: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Cleric Magic
1st Level Spells
- Command
- Identify
- Bless
- Cure Wounds
- Detect Magic
- Inflict Wounds
- Purify Food and Drink
- Sanctuary
2nd Level Spells
- Augury
- Suggestion
- Aid
- Borrowed Knowledge
- Hold Person
- Spiritual Weapon
Bardic Magic
1st Level Spells
- Comprehend Languages
- Earth Tremor: You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
- Dissonant Whispers: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
- Tasha's Hideous Laughter
Common Attacks
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6+1 bludgeoning damage.
Sacred Flame cantrip: DC 14 Dex, 1d8 damage
Light Crossbow. Ranged Weapon Attack: +2 to hit. Hit: 1d8+0 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed, reloading limits to only one attack per round regardless of extra attacks.)