Name: Grigor Bersk (M) | Class & Level: Cleric of Pelor/Grave Domain 1 | Background: Haunted One |
Race: Firblog | Alignment: Chaotic Good | experience Points: 0 |
*Firblog Race found in Volo's Guide to Monsters
*Haunted One Background found in Curse of Strahd and was released for free:http://media.wizards.com/2016/downloads ... ptions.pdf
Most Used Stats AC: 18 (with Shield)
Initiative: +1
Proficiency Bonus: +2
Speed: 30
Death Saves:
Life/Death |
Inspiration:
Weapon | Attack Bonus | Damage/Type |
Mace | +4 | 1d6 + 2 Bludgeoning |
Light Crossbow | +4 | 1d8 + 2 Piercing |
Wisdom: 17 [15+2] (+3)
Intelligence: 10 (0)
Strength: 14 [13+1] (+2)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Saves * means proficient
+1* Charisma
+5* Wisdom
0 Intelligence
+2 Strength
+2 Dexterity
+1 Constitution
Spell Slots
- +2 Acrobatics (Dex)
- +3 Animal handling (Wis)
- +2* Arcana (Int)
- +2 Athletics (Str)
- -1 Deception (Cha)
- 0 History (Int)
- +5* insight (Wis)
- -1 intimidation (Cha)
- +2* Investigation (Int)
- +3 Medicine (Wis)
- +0 Nature (Int)
- +3 Perception (Wis)
- -1 Performance (Cha)
- -1 Persuasion (Cha)
- +2* Religion (Int)
- +2 Sleight of Hand (Dex)
- +2 Stealth (Dex)
- +3 Survival (Wis)
- Common
- Elvish
- Celestial
- Giant
- Arcana
- Charisma Saving Throws
- Investigation
- Insight
- Light Armor
- Medium Armor
- Religion
- Shields
- Simple Weapons
- Wisdom Saving Throws
- +2 to WIS, +1 to STR
- Firbolg Magic. Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves.
- Hidden Step. Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw
- Powerful Build. When determining your carry, push, drag, or lift capacity, you count as one size larger.
- Speech of Beast and Leaf. You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.
- Grave Domain: Circle of Mortality. At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. - Grave Domain: Eyes of the Grave. At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. - Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
- N/A
- N/A
- Armor: Scale Mail (Medium, AC 14)
- Shield with Emblem of Palor (+2 AC)
- (listed under Attacks)
- 0 Platinum
- 15 Gold
- 0 Electum
- 0 Silver
- 0 Copper
- Art Work
- bone dice
- backpack
- bedroll
- waterskin
- trail rations 5 days
- A monster hunter’s pack: includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a silver mirror, a flask of oil, a tinderbox, and three torches
Characteristic and Hit Point Rolls