Clem Reynard

Name: Clem Reynard
Player: lurkd

Sex: Male
Age: 29
Race: Human

Class: Cleric (Trickery Domain)
Alignment: Chaotic Neutral
Level: 4
Proficiency: +2
Hit Points: d8-1[CON] | 22

Height: 5' 11"
Weight: 180lbs

Identifying Features: Wears a plain looking robe and vestments with leather armor underneath.

Deity: Fennick
Deity AL Domains Symbol
Fennick CN Trickery F_r_g.png


Strength 10 +0
Dexterity 14 +2
Constitution 8 -1
Intelligence 12 +1
Wisdom 18* +4
Charisma 14* +2

Background (Charlatan):

Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit

Languages: Common

Scam: (5) Run sleight-of-hand cons on street corners.
Personality Trait: (2) Has a joke for every occasion, especially occasions where humor is inappropriate.
Ideal: (1) Independence. I am a free spirit— no one tells me what to do. (Chaotic)
Bond: (2) I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
Flaw: (5) I can’t resist swindling people who are more powerful than me.



Mace d20+2 = +0[STR]+2[PRO] 1d6+0[STR] bludgeoning
Dagger d20+4 = +2[DEX]+2[PRO] 1d4+2[DEX] piercing Finesse, light, thrown (range 20/60)


Spell Save DC: 8+4[WIS]+2[PRO] = 14
Spell Attack Mod: +4[WIS]+2[PRO] = +6

Prepared Spells Per Day: 6 = 3 (cleric level)+3[WIS]

Spell Slots:
SPELL LVL. 1st 2nd
Slots 4 3


Domain Spells:


Initiative: +2[DEX]

Land Speed: 30ft
Armored Speed: 30ft
Climb Speed: None
Swim Speed: None
Flight Speed: None


AC: 12+2[DEX] = 14

Strength Save: +0[STR] = +0
Dexterity Save: +2[DEX] = +2
Constitution Save: -1[CON] = -1
Intelligence Save: +1[INT] = +1
Wisdom Save: +4[WIS]+2[PRO] = +6
Charisma Save: +2[CHA]+2[PRO] = +4

Racial Traits:

Size: Medium
Ability Score: Choose 2 ability scores to increase by 1.
Feat (Human): Choose 1 feat. [Magic Initiate]
Skills (Human): Choose 1 skill. [Perception]

Class Features:

Armor: Shields, light, medium, and heavy armor
Weapons: Simple and martial weapons
Skills: Choose 2 [Insight and Persuasion]

Level Features

Channel Divinity



  • Robes and vestments
  • Explorer's pack (containing a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it )
  • Set of fine clothes
  • Studded leather armor
  • Flanged mace (standard issue weapon of a reeve)
  • Several daggers
  • Set of weighted die
  • Set of marked cards
  • Lucky trick coin, fox tails on both sides
  • Forgery kit
  • Disguise kit
  • Counterfeit gold coins
  • Fake forms of identification using the name "John Codger"
  • Talisman of the Fox. The tail of a red fox attached to a silver ball. While this talisman is in your possession, you cannot lie to other people who also possess a Talisman of the Fox, and they cannot lie to you.
  • Talisman of Necromancy. A dreamcatcher adorned with raven feathers. When holding this talisman, all undead with 120 feet who see you must make a DC 15 Wisdom saving throw. If they fail, they are frightened of the holder. They may reroll their Wisdom check every round. May not be effective on certain undead.
  • Ring of Evasion. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. Attuned
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