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Kaladin Battlehammer

1 Level (0/300 XP for level-up) Watchful Guard Background Dwarf Race / Species / Heritage Lawful Good Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+3 Class 1

STR
13
+1
DEX
10
+0
CON
16
+3
INT
10
+0
WIS
17
+3
CHA
8
-1
12
Hit Points
+0
Initiative (DEX)
2
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+3 Abi Mod
26 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
-1 Deception CHA
+0 History INT
+5 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +1 STR 1d8+1 Bludgeoning
 Versatile, Push
Attacks

Spell Book

Shield, Ring Mail, Warhammer, Backpack, Pouch, Pouch, Holy Symbol, Traveler's Clothes, Oil, Rations, Rope, Bedroll, Tinderbox, Torch, Waterskin, Manacles, Herbalism Kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Goblin, Dwarvish

Languages & Proficiencies
Kaladin Battlehammer stands tall with a broad, powerful build that speaks to his warrior training. His face is weathered by years of vigilance, with deep-set eyes of steel gray that seem to constantly scan his surroundings for potential threats. His beard is a point of pride, thick and well-maintained, reaching to the middle of his chest. It's a rich auburn color with streaks of premature silver at the temples, which he has braided meticulously with bronze clasps bearing the flame symbol of Gorm Gulthyn. His hair is worn longer than most warrior-priests, pulled back into a tight braid to keep it from interfering in battle. He typically wears armor of dwarven steel and bears evidence of numerous repairs and battles but is impeccably maintained. His most distinctive feature is the bronze shield he carries, its face emblazoned with the sacred flame of Gorm Gulthyn in bas-relief. The shield's edges show signs of heavy use, but the flame symbol remains polished to a brilliant shine. At his side hangs his warhammer, the handle wrapped in well-worn leather and the head inscribed with dwarven runes of protection and vigilance.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 0 Spells

Guidance

CANTRIP DIVINATION

Casting Time: Action

Range/Area: Touch

Components: V, S

Duration: Concentration, 1 minute

Description:

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.


Player's Handbook (2024)

Sacred Flame

CANTRIP EVOCATION

Casting Time: Action

Range/Area: 60 feet

Components: V, S

Duration: Instantaneous

Description: 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 Half Cover or Three-Quarters Cover for this save.

Cantrip Upgrade: The damage increases by 1d8 when you reach levels 5 ( 2d8 ), 11 ( 3d8 ), and 17 ( 4d8 ).

Available For: Cleric
True Strike

CANTRIP DIVINATION

Casting Time: 1 Action

Range/Area: Self

Components: S, M * (a weapon with which you have proficiency and that is worth 1+ CP)

Duration: Instantaneous

Damage/Effect: Radiant

Description:

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).


Cantrip Upgrade:

Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 ( 1d6 ), 11 ( 2d6 ), and 17 ( 3d6 ).


Available For: Artificer, Bard, Sorcerer, Warlock, Wizard

Player's Handbook (2024)

Word of Radiance

CANTRIP EVOCATION

Casting Time: Action

Range/Area: Self (5-foot emanation)

Components: V, M (a sunburst token)

Duration: Instantaneous

Description: Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.

Cantrip Upgrade: The damage increases by 1d6 when you reach levels 5 ( 2d6 ), 11 ( 3d6 ), and 17 ( 4d6 ).

Available For: Cleric

Level 1 Spells

Shield

1ST ABJURATION

Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

Range/Area: Self

Components: V, S

Duration: 1 round

Description:

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.


Player's Handbook (2024)

Bless

1ST ENCHANTMENT

Casting Time: Action

Range/Area: 30 feet

Components: V, S, M (a Holy Symbol worth 5+ GP)

Duration: Concentration, up to 1 minute

Description: You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1.

Available For: Cleric, Paladin

Player's Handbook (2024)

Guiding Bolt

1ST EVOCATION

Casting Time: Action

Range/Area: 120 feet

Components: V, S

Duration: 1 round

Description: You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.

Available For: Cleric

Player's Handbook (2024)

Command

1ST ENCHANTMENT

Casting Time: Action

Range/Area: 60 feet

Components: V

Duration: Instantaneous

Description: 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. Choose the command from these options:
 
  • 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 has the Prone condition and then ends its turn.
  • Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

  • Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.

    Available For: Bard, Cleric, Paladin

    Player's Handbook (2024)

    Healing Word

    1ST ABJURATION

    Casting Time: Bonus action

    Range/Area: 60 feet

    Components: V

    Duration: Instantaneous

    Description: A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

    Using a Higher-Level Spell Slot: The healing increases by 2d4 for each spell slot level above 1.

    Available For: Bard, Cleric, Druid

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