Medium Orc, Knowledge Cleric, Scribes Wizard, Sage, Lawful Neutral
Cleric Spell Slots. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose 16 cleric spells. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Cleric Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 18 Spell attack modifier = your proficiency bonus + your Wisdom modifier = +10 Cleric Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Cleric Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells. Cantrips. Guidance, Mending, Resistance, Thaumaturgy, Toll the Dead 1st Level. Command, Identify 2nd Level. Augury, Suggestion 3rd Level. Nondetection, Speak with Dead 4th Level. Arcane Eye, Confusion 5th Level. Legend Lore, Scrying 6th Level. Wizard Spellcasting. As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Spellbook. You have a spellbook containing wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Contained Spells. Alarm, Comprehend Languages, Detect Magic, Feather Fall, Find Familiar, Identify, Shield, Silvery Barbs Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. Wizard Preparing and Casting Spells. You prepare the list of wizard spells that are available for you to cast. To do so, choose 4 wizard spells from your spellbook. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Wizard Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier = 15 Spell attack modifier = your proficiency bonus + your Intelligence modifier = +7 Wizard Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Wizard Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your wizard spells. Cantrips. Light, Prestidigitation, Shocking Grasp 1st Level. Spell Slots. You regain all expended spell slots when you finish a long rest. 1st Level (4). 2nd Level (3). 3rd Level (3). 4th Level (3). 5th Level (2). 6th Level (1). 7th Level (1).
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest. Channel Divinity. You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You have two such effects: Turn Undead and Knowledge of the Ages. When you use your Channel Divinity, you choose which effect to create. You can use this feature twice must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 1, and none of the slots can be 6th level or higher. Awakened Spellbook. Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits: You can use the book as a spellcasting focus for your wizard spells. When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend. When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest. If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages. Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage. two handed Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. Spear. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage. Channel Divinity: Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 2 or below. Channel Divinity: Knowledge of the Ages. You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. Channel Divinity: Read Thoughts. You can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. Divine Intervention. You can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait 5 times, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain 5 temporary hit points. Wizardly Quill. As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties: