Fast Character - D&D Character Maker - Humanoid Skeleton Cleric 11 (Domain of War)

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

11/1/23, 08:58 Fast Character | D&D Character Maker | Humanoid Skeleton Cleric 11 (Domain of War)

(In Life:) Adair Servand


Cleric 11 (Domain of War) 91,800 NPC
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Humanoid Skeleton Folk Hero La prisi�n del Demiurgo
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+5 +4 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Lawful Evil. I take what I want
(AC) INITIATIVE up to the maximum allowed by law or
20 loyalty, promoting order and control over
SAVING THROWS
16 +0 30 ft. others.
Armor Worn: scale mail, shield
+5 Strength Saves  Folk Hero Background [PHB p. 131]
DEX +0 Dexterity Saves  • Feature: Rustic Hospitality
HIT POINTS HIT DICE • Traits: You're dead.
+0 +4 Constitution Saves 
+2 Intelligence Saves 
102 11d8
• Ideal: Technically, undead.
11 +9 Wisdom Saves * • Bond: Just undead.
+5 Charisma Saves * • Flaw: Still undead.
DEATH SAVES:   Success  O O O   Fail  O O O
* Prof. bonus added
Skeleton Traits [DMG p. 282, MM p. 272]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Undead
• Age: 214 years old
+4 +0  Acrobatics (Dex) Basic Attack. One target per Attack action. • Medium Size (5' 4", 63 lbs.)
18 +9  Animal Handling (Wis) * • Darkvision (60 feet)
+2  Arcana (Int) Mace. Melee Weapon Attack: +9 to hit, • Vulnerable To Bludgeoning Weapons (take
reach 5 ft. Hit: 1d6+5 bludgeoning double damage)
+5  Athletics (Str)
damage. • Immune To Poison And Exhaustion
+1  Deception (Cha)
INT (conditions)
+2  History (Int) • Poison Immunity (0 damage)
+2 +9  Insight (Wis) *
Light Crossbow. Ranged Weapon Attack: +4 to
hit. Hit: 1d8+0 piercing damage. (Normal • Can't Speak (hisses only, but understands
15 +1  Intimidation (Cha) range to 80 ft.; disadvantage long range 81 to languages it knew in life; if spellcaster,
+2  Investigation (Int) 320 ft. Must be used two-handed, reloading can utter gutteral mystic words to use
+5  Medicine (Wis) limits to only one attack per round regardless spells with Verbal components)
of extra attacks.) • Undead Nature (doesn't require air, food,
+2  Nature (Int)
WIS drink or sleep)
+5  Perception (Wis) MAGIC, FEATS & SPECIAL ATTACKS
+5 +1  Performance (Cha)
Sacred Flame Cantrip. Ranged Spell Attack:
Cleric Class Features [PHB p. 57]
20 +1  Persuasion (Cha) • Ritual Casting
Targets creature within 60 feet that you can
+6  Religion (Int) * see. That creature makes a DC 17 Dexterity • War Priest (if attack action, add attack as
+0  Sleight of Hand (Dex) saving throw or takes 3d8 radiant damage. bonus action, up to uses per day)
(No damage if made save.) • Channel Divinity (2 uses betw. short or long
+0  Stealth (Dex) (Disadv.) rests)
CHA
+9  Survival (Wis) * • Channel Divinity: Turn Undead (within 30
+1 EQUIPMENT & TREASURE
Carried Gear [PHB, p. 143]: scale mail (AC
ft., Wisdom save or turned 1 min. or until
damaged)
12 * Prof. bonus added
14), shield (AC +2), mace, leatherworker's tools • Channel Divinity: Guided Strike (+10 to
(skinning knives, curing salt, vials of tannins,
15 PASSIVE WISDOM
(PERCEPTION) etc.), belt pouch, set of common clothes, iron pot,
attack)
shovel. (This load is about 129 lbs.; add 1 lb. per • Destroy Undead (CR 2 or lower)
50 coins carried.) • Channel Divinity: War God's Blessing (+10
PROFICIENCIES & LANGUAGES to attack to ally)
Armor: light armor, medium armor, heavy Coins & Gems: 5,511 gold pieces (gp); 76 silver • Divine Strike (+1d8 damage once per turn)
armor, shields pieces (sp); 32 copper pieces (cp); 3 gems (worth
100 gp each)
Weapons: simple weapons, martial weapons
Tools: leatherworker's tools, vehicles (land
craft)
Saving Throws: Wisdom, Charisma
Skills: Animal Handling, Insight, Religion,
Survival
Languages: Common

ENCUMBRANCE
Lifting & Carrying: 300 lbs. max. carrying
capacity; 600 lbs. pushing or dragging (speed
-5 ft.); 600 lbs. max. lift.

https://fastcharacter.com/results.php 1/4
11/1/23, 08:58 Fast Character | D&D Character Maker | Humanoid Skeleton Cleric 11 (Domain of War)

MAGIC SPELLS
Spellcasting [PHB p. 201]

Spell Attack Modifier +9
Spell Save DC 17

Cantrips Known: Guidance, Light,


Mending, Sacred Flame, Thaumaturgy

Prepared Spells
1st Level (4 slots): Divine Favor*, Shield Of
Faith*, Cure Wounds, Command, Bless
2nd Level (3 slots): Magic Weapon*,
Spiritual Weapon*, Lesser Restoration,
Enhance Ability, Hold Person
3rd Level (3 slots): Crusader's Mantle*,
Spirit Guardians*, Clairvoyance, Dispel
Magic, Remove Curse
4th Level (3 slots): Freedom Of Movement*,
Stoneskin*, Control Water, Banishment
5th Level (2 slots): Flame Strike*, Hold
Monster*, Raise Dead, Commune
6th Level (1 slot): Heal, Blade Barrier, Harm

PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)


• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks at • Crawl, Climb, Swim, Squeeze, Move
their characters' responses. higher levels with this action. Across Difficult Terrain or Move While
• For ability checks, saving throws, and • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft.
attack rolls, roll 1d20 + one ability • Dash: Double Speed this turn. of Speed per 5 ft. distance.
modifier + proficiency bonus (if proficient • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
in task). The higher the total, the better while moving; "defensive retreat." • Stand Up: From Prone position/condition,
the effort. The DM tracks minimum totals • Dodge: Give attackers disadvantage. costs half Speed that turn.
needed for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction when REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
d20s and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is using healer's kit.
FREE ACTIONS
always a critical hit, while a "natural 1" is • Use Object: Pick a lock, activate magical
always a miss. item, cover a hooded lantern, etc. • Concentration (Maintain A Spell): Ends if
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
or the caster is incapacitated, stunned,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield.
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
saves while at 0 hit points, gaining 6
levels of exhaustion, or suffering certain • Offhand Attack: If doing Attack as action, needed to avoid immediately ending spell.
deadly spells and hazzards. may make one attack this turn if light DC is equal to 10 or half damage taken,
weapon in other hand. whichever is greater. Each hit needs a
• Specific traits, features, spells, and magic
• Cast Spell: If casting time 1 bonus action. separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally
part of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

https://fastcharacter.com/results.php 2/4
11/1/23, 08:58 Fast Character | D&D Character Maker | Humanoid Skeleton Cleric 11 (Domain of War)

« BACK TO GENERATE ANOTHER CHARACTER

Page number references...

[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).

[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).

[MM] = Dungeons & Dragons Monster Manual (5th edition) by Mike Mearls and Jeremy Crawford, published Sept. 30 2014, by Wizards of the
Coast (ISBN-10: 0786965614; ISBN-13: 978-0786965618).

[ERftLW] = Eberron: Rising from the Last War by Jeremy Crawford, James Wyatt and Keith Baker, published Nov. 19, 2019, by Wizards of the
Coast (ISBN-10: 0786966890; ISBN-13: 978-0786966899).

[GGtR] = Guildmasters' Guide To Ravnica by James Wyatt, Jeremy Crawford, published Nov. 20, 2018, by Wizards of the Coast (ISBN-10:
0786966599; ISBN-13: 978-0786966592).

[MOoT] = Mythic Odysseys of Theros by F. Wesley Schneider, James Wyatt, published July 21, 2020, by Wizards of the Coast (ISBN-10:
0786967013; ISBN-13: 978-0786967018).

[MToF] = Mordenkainen's Tome Of Foes by Mike Mearls and Jeremy Crawford, published May 29, 2018, by Wizards of the Coast (ISBN-10:
0786966246; ISBN-13: 978-0786966240).

[MotM] = Monsters of the Multiverse by Jeremy Crawford and team, published May 17, 2022, by Wizards of the Coast (ISBN-13: 978-
0786967872).

[SJAiS] = Spelljammer: Adventures in Space by Jeremy Crawford and team, published Aug. 16, 2022, by Wizards of the Coast (ISBN-10:
0786968168; ISBN-13: 978-0786968169).

[TCoE] = Tasha's Cauldron of Everything, published Nov. 17, 2020, by Wizards of the Coast (ISBN-10: 0786967021; ISBN-13: 978-
0786967025).

[VRGtR] = Van Richten's Guide To Ravenloft by F. Wesley Schneider and others, published May 18, 2021, by Wizards of the Coast (ISBN-10:
0786967250; ISBN-13: 978-0786967254).

[VGtM] = Volo's Guide To Monsters by Mike Mearls, published Nov. 15, 2016, by Wizards of the Coast (ISBN-10: 0786966017; ISBN-13: 978-
0786966011).

[WBtW] = The Wild Beyond The Witchlight by Chris Perkins and team, published Nov. 15, 2016, by Wizards of the Coast (ISBN-13: 978-
0786967278).

[XGtE] = Xanathar's Guide to Everything by Mike Mearls and Jeremy Crawford, published Nov. 21, 2017, by Wizards of the Coast (ISBN-10:
0786966114; ISBN-13: 978-0786966110).

Books are available from a gaming store near you.

HEY CRITTERS! CRITICAL ROLE SOURCEBOOKS

[TDCS] = Critical Role: Tal'Dorei Campaign Setting by Matthew Mercer, published Oct. 17, 2017, by Green Ronin Publishing (ISBN-10:
1934547840; ISBN-13: 978-1934547847).

[EGtW] = Explorer's Guide to Wildemount by Matthew Mercer, published March 17, 2020, by Wizards of the Coast (ISBN-10: 0786966912;
ISBN-13: 978-0786966912).

[Gunslinger] = Gunslinger Martial Archetype for Fighters by Matthew Mercer, from https://www.dmsguild.com/product/170778/Gunslinger-
Martial-Archetype-for-Fighters

[Blood Hunter] = Blood Hunter Class for D&D 5e (2020) by Matthew Mercer, from https://www.dmsguild.com/product/301641/Blood-Hunter-
Class-for-DD-5e-2020

[Maestro] = College of the Maestro - Bard College Option by Matthew Mercer, from https://www.dmsguild.com/product/183630/College-of-
the-Maestro--Bard-College-Option

DOWNLOADS

[Basic Rules] = Dungeons & Dragons Basic Rules, available for download from https://dnd.wizards.com/articles/features/basicrules
[EEPG] = Elemental Evil Player's Companion, available for download from https://dnd.wizards.com/products/tabletop-games/rpg-
products/player's-companion
[UA Feb. 2015] = Unearthed Arcana: Eberron (v.1), available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-eberron
[UA May 2015] = Unearthed Arcana: Waterborne Adventures, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/unearthed-arcana-waterborne-adventures
[UA August 2015] = Unearthed Arcana: Modern Magic, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/modern-magic. This site also uses Dan Helmick's My New D20 Modern Campaign conversion notes from his 2015 website article on
Wizards.com.

[UA May 2018] = Unearthed Arcana: Centaurs And Minotaurs, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/centaurs-and-minotaurs

[UA March 2021] = Unearthed Arcana: Folk Of The Feywild, available for download from
https://dnd.wizards.com/articles/unearthedarcana/folk_feywild

https://fastcharacter.com/results.php 3/4
11/1/23, 08:58 Fast Character | D&D Character Maker | Humanoid Skeleton Cleric 11 (Domain of War)
[UA Oct. 2021] = Unearthed Arcana: Travelers Of The Multiverse, available for download from https://dnd.wizards.com/articles/unearthed-
arcana/travelers-multiverse

[TP] = The Tortle Package, see https://dnd.wizards.com/products/tabletop-games/digital-only-rpg-products/tortle-package

FREQUENTLY ASKED QUESTIONS | CONTACT (especially about typos, glitches and othre errrors)
Wizards of the Coast, Magic: The Gathering, and their logos are trademarks of Wizards of the Coast LLC in the United States and other
countries. © 2009 Wizards. All Rights Reserved.
This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Web site may use the
trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example,
DUNGEONS & DRAGONS®, D&D®, PLAYER'S HANDBOOK 2®, and DUNGEON MASTER'S GUIDE® are trademark[s] of Wizards of the Coast and
D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more
information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at
www.wizards.com.

Critical Role is a trademark of Critical Role Productions. For more information, see critrole.com and darringtonpress.com.

https://fastcharacter.com/results.php 4/4

You might also like