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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: FennickDeity | AL | Domains | Symbol |
---|---|---|---|
Fennick | CN | Trickery | ![]() |
Abilities:
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.
Skills:
Offensive:
Attack:WEP. | ATT. | DMG. | MISC. |
---|---|---|---|
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) |
Spells:
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]
- Augury (ritual)
- Bane
- Blindness/Deafness
- Detect Magic (ritual)
- Guiding Bolt
- Inflict Wounds
- Tasha's Hideous Laughter
SPELL LVL. | 1st | 2nd |
---|---|---|
Slots | 4 | 3 |
Cantrips:
Domain Spells:
Action:
Initiative: +2[DEX]
Land Speed: 30ft
Armored Speed: 30ft
Climb Speed: None
Swim Speed: None
Flight Speed: None
Defensive:
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
Feats:
Equipment:
- 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