d&dr

d&dr

Bovral Gnarlbeard
17
+3
7
-2
15
+2
15
+2
12
+1
16
+3
HP
22 / 22
XP: 2300
Armor Class
12

Player: Nick

Dwarf Cleric (level 3)
  • Proficiency Bonus: +2
  • Inspiration: 0
  • Initiative: -2
  • Speed: 25

Saving Throws

  • Strength: +3
  • Dexterity: -2
  • Constitution: +2
  • Intelligence: +2
  • Wisdom: +1
  • Charisma: +2

Skills

  • Acrobatics: -2
  • Animal Handling: +1
  • Arcana: +2
  • Athletics: +3
  • Deception: +3
  • History: +4
  • Insight: +1
  • Intimidation: +3
  • Investigation: +2
  • Medicine: +3
  • Nature: +2
  • Perception: +1
  • Performance: +3
  • Persuasion: +5
  • Religion: +4
  • Sleight of Hand: -2
  • Stealth: -2
  • Survival: +1
  • Passive Wisdom: 11

Available Features

  • Spellcasting
  • Divine Domain v1
  • Channel Divinity (1/rest)
  • Divine Domain v2
  • Background: Hermit
  • Alignment: Lawful Good
  • Archetype (lvl 3+):

    Spells (+)

    Spare the Dying

    Level: Cantrip, Casting Time: 1 action

    You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

    Guidance

    Level: Cantrip, Casting Time: 1 action

    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Sacred Flame

    Level: Cantrip, Casting Time: 1 action

    Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Cure Wounds

    Level: 01, Casting Time: 1 action

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Command

    Level: 01, Casting Time: 1 action

    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop: The target drops whatever it is holding and then ends its turn. Flee: The target spends its turn moving away from you by the fastest available means. Grovel: The target falls prone and then ends its turn. Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Identify

    Level: 01, Casting Time: 1 minute

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

    Guiding Bolt

    Level: 01, Casting Time: 1 action

    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.