Mighty Morphin Midlands Rangers
Sex: Female Race: Halfling Background: Cook Class: Cleric 6
Chaotic Good Size: Small
Height: 3’ 0" Weight: 39 lb
Skin: Pale Eyes: Blue Hair: Pink Straight
Strength 11 (1)
Constitution 12 (1)
Wisdom 16 (2)
Maximum Hit Points: 30
Speed: 25 feet
Armor Class: 16 = 10 + 3 [chain shirt] + 2 [steel shield] + 1 [dexterity]
Proficiency bonus: +3
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency]
Attack (missile / finesse): + 4 = + 3 [proficiency] + 1 [dexterity]
Strength save: + 0
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 6 = + 3 [proficiency] + 3 [wisdom]
Charisma save: + 5 = + 3 [proficiency] + 2 [charisma]
Insight (passive): 16 (21 with advantage)
Perception (passive): 13 (18 with advantage)
Carry: 165 lb maximum
For groups using the optional encumberance rules:
If carrying more than 55 lb, encumbered —
10 on speed -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
If carrying more than 110 lb, heavily encumbered -
Languages: Common, Goblin, Halfling
Unarmed strike 4 to hit; 1d4+1 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Light hammer 4 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Chain shirt [medium; + 3 AC; max dex + 2; 10 lb.]
Steel Shield [+2 AC; 3 lb.]
Feats: Magic Initiate — Wizard Two cantrips and a first level spell from this spellcasting class
Acrobatics Dex 1 = +1
Animal Handling Wis 3 = +3
Arcana Int 1 = +1
Athletics Str 0 = +0
Deception Cha 2 = +2
History Int 1 = +1
Insight Wis 6 = +3 + 3
Intimidation Cha 2 = +2
Investigation Int 4 = +1 + 3
Medicine Wis 3 = +3
Nature Int 1 = +1
Perception Wis 3 = +3
Performance Cha 2 = +2
Persuasion Cha 5 = +2 + 3
Religion Int 4 = +1 + 3
Sleight of Hand Dex 1 = +1
Stealth Dex 1 = +1
Survival Wis 3 = +3
As a magic initiate, you know two Wizard Cantrips.
Mark your Wizard Cantrips here:
As a magic initiate, you know one First Level Wizard spell.
Mark your Wizard spell here:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 3/day
At cleric level 6, you know 4 cleric cantrips.
Mark your Cleric Cantrip(s) here:
Spare the Dying
Your level and wisdom allow you to prepare 9 Cleric spells daily.
These are in addition to your domain spells.
Mark your prepared First Level cleric spells here:
Bless [domain spell]
Cure Wounds [domain spell]
Detect Poison and Disease
Mark your prepared Second Level Cleric spells here:
Lesser Restoration [domain spell]
Spiritual Weapon [domain spell]
Prayer of Healing
Mark your prepared Third Level Cleric spells here:
Beacon of Hope [domain spell]
Revivify [domain spell]
Create Food and Water
+ 2 dexterity (already included)
Lucky: Halflings can reroll a natural 1 on any attack roll, ability check or saving throw.
Brave: Halflings have advantage on saves against being frightened.
Halfling Nimbleness: Halflings can move through the space of any larger creature.
Lightfoot Halfling (subrace)
Lightfoot Halflings receive +1 charisma (already included).
Lightfoot Halflings can attempt to hide even behind a creature one size larger.
This is a background from playtesting that I thought people might want to continue to use.
This character takes the artisan package.
Consider what kind of tools you will bring.
One extra language of your choice (already included).
Proficient with two different kinds of artisan tools.
Proficient in using a healer kit.
The DC to resist your spells is 8 + proficiency bonus + your wisdom modifier.
Level 2: Channel Divinity (1 use between short rests)
Channel Divinity — Turn Undead
Level 4: Four cantrips
Level 5: Destroy Undead — if an undead of challenge rating 1/2 or lower fails its save on being turned, it is destroyed
Level 6: Channel Divinity (2 uses between short rests)
Level 8: Destroy Undead — if an undead of challenge rating 1 or lower fails its save on being turned, it is destroyed
Level 10: Five cantrips
Level 10: Divine Intervention once a week — percent chance.
Level 11: Destroy Undead — if an undead of challenge rating 2 or lower fails its save on being turned, it is destroyed
Level 14: Destroy Undead — if an undead of challenge rating 3 or lower fails its save on being turned, it is destroyed
Level 17: Destroy Undead — if an undead of challenge rating 4 or lower fails its save on being turned, it is destroyed
Level 18: Channel Divinity (3 uses between short rests)
Level 20: Divine Intervention once a week — succeeds automatically.
Life Cleric (domain)
Proficiency with heavy armor.
When using a spell to restore hit points, recipient regains 2 + your level hit points.
Level 2: Channel Divinity — Preserve Life. Distribute 5 x your level hit points to creatures within 25 feet who are at half hit points or below.
Level 6: When you cast a healing spell of level 1 or higher, you regain 2 + the spell level hp yourself.
Level 8: Divine Strike. Add 1d8 radiant damage to weapon damage once per turn.
Level 14: Divine Strike. Add 2d8 radiant damage to weapon damage once per turn.
Level 17: Maximize all dice rolls to determine hit points restored.
First Ability Score Improvement: Feat
Crossbow bolts (quiver of 20) x1
Flint and steel
Rations (1 day) x10
Rope (50’, hempen) x1
Healer kit (proficient)
Holy symbol (silver)
Spell component pouch