Cleric 10 Forge Domain
CLASS & LEVEL BACKGROUND PLAYER NAME
Angrath
Minotaur Chaotic Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
18 +0 9m
+4 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
18 PERSONALITY TRAITS
Hit Point Maximum 73
+4
Strength
DEXTERITY
+0
+0
+2
Dexterity
Constitution
73
CURRENT HIT POINTS IDEALS
-1
Intelligence
11 ● +7
Wisdom
● +3
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2 10d8
+0
Acrobatics (Dex) Total SUCCESSES
14
+3
Animal Handling (Wis) 10d8 FAILURES
-1
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ●
+8
Athletics (Str)
-1 -1
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
●
+3
History (Int) RACIAL FEATURES:
Chains +8 1d6+4 Sla
8 ●
+7
Insight (Wis)
●
+3
Intimidation (Cha) Horns:
WISDOM -1
Investigation (Int) Your horns are natural melee
+3
Medicine (Wis)
weapons, which you can use to
+3 -1
Nature (Int)
make unarmed strikes. If you hit
with them, you deal piercing
16 +3
Perception (Wis)
damage equal to 1d6+STR.
●
+3
Performance (Cha)
CHARISMA -1
Persuasion (Cha) Goring Rush:
-1
Religion (Int) Immediately after you use the
-1 +0
Sleight of Hand (Dex) Dash action on your turn and
+0
Stealth (Dex) move at least 20 feet, you can
9 make one melee attack with your
+3
Survival (Wis)
horns as a bonus action.
SKILLS ATTACKS & SPELLCASTING
Hammering Horns:
13 PASSIVE WISDOM (PERCEPTION)
Immediately after you hit a
CP Chains (2 Whips)
creature with a melee attack as
Chainmail part of the Attack action on your
Light Armor
SP Smith's Tools turn, you can use a bonus action
Medium Armor to attempt to shove that target with
EP your horns. The target must be
Heavy Armor
within 5 feet of you and no more
Shield GP than one size larger than you.
Simple Weapon Unless it succeeds on a Strength
Whip PP saving throw against a DC equal to
Smith's Tools 8+PROF+STR, you push it up to
Languages: Common, Minotaur 10 feet away from you.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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AGE HEIGHT WEIGHT
Angrath
CHARACTER NAME EYES SKIN HAIR
FEATS NAME
Dual Wielder:
You master fighting with two
weapons, gaining the following
benefits:
You gain a +1 bonus to AC while
you are wielding a separate melee
weapon in each hand.
You can use two-weapon fighting
even when the one handed melee
weapons you are wielding aren’t
light.
SYMBOL
You can draw or stow two
one-handed weapons when you
would normally be able to draw or
stow only one.
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
CLERIC FEATURES:
Spellcasting:
You can cast prepared Cleric spells using Wisdom as your spellcasting ability and prepared Cleric spells as rituals if
they have the ritual tag. You can use a Holy Symbol as a spellcasting focus. See the Player’s Handbook for further
details.
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.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly
destroyed if its challenge rating is at or below a certain threshold (CR 1)
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If
you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the
intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't
use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
ADDITIONAL FEATURES & TRAITS
FORGE DOMAIN FEATURES:
Blessing of the Forge
At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a
simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus
to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a
set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of
you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal
to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Soul of the Forge
Starting at 6th level, your mastery of the forge grants you special abilities: You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to
AC.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon
attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
CHARACTER BACKSTORY TREASURE
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Cleric Wisdom 15 +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6
Guidance ● Elemental Weapon
Word Of Radiance ● Protection from Energy
Thaumaturgy ● Glyph of Warding
Mending ● Dispel Magic
Toll the Dead
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
● Identify
● Searing Smite
4 3
● Bless
● Sanctuary ● Fabricate
SPELLS KNOWN
● Wall of Fire
● Stone Shape
● Banishment
2 3
● Heat Metal
● Magic Weapon
● Spiritual Weapon
5 2
● Continual Flame
● Silence ● Animate Objects
9
● Augury ● Creation
● Holy Weapon
● Flame Strike
● Planar Binding
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.