+1 | Strength |
+1 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+6 | Wisdom |
+7 | Charisma |
+0 | Acrobatics |
+3 | Animal Handling |
+3 | Arcana |
+0 | Athletics |
+4 | Deception |
+5 | History |
+6 | Insight |
+4 | Intimidation |
+3 | Investigation |
+6 | Medicine |
+3 | Nature |
+3 | Perception |
+5 | Performance |
+6 | Persuasion |
+5 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+3 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Spellcasting Focus Common
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Adventuring Gear Common
Cost: 5gp Weight: 4lb
Player's Handbook
Adventuring Gear Common
Includes:
Cost: 19 gp
Adventuring Gear Common
A small stick of wax that is molded into cylinders of different sizes and colors. Usually contains something flammable in the middle such as a string. Can light an area of 5 ft in bright light and 10 ft in dim light.
Cost: 3cp Weight: .5lbs
The statblocks of your class features
you start with the following equipment in addition to the equipment granted by your background (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol
As a conduit for divine power, you can cast cleric spells.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Elvish, 1 extra
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.