Solaria Greydove Character Sheet
Solaria Greydove Character Sheet
STEALTH DISADVANTAGE
ARMOR Unarmored Defense. While you are wearing no armor and not
STRENGTH Unarmored Defense (Monk) (17) 17 wielding a shield, your AC equals 17.
PROFICIENCY BONUS +3 Martial Arts. Your unarmed strike does 1d4+3 damage. You can
12
SHIELD
AC use Strength or Dexterity for these attacks.When you use the
Attack action with an unarmed strike or a monk weapon on your
turn, you can make one unarmed strike as a bonus action. For
N
CIE C example, if you take the Attack action and attack with a
+4 Strength
Y
PROFI
16
Attack action on your turn, you can spend 1 ki point to make two
+4 Wisdom
38 5d8 unarmed strikes.
+1 Charisma
Patient Defense (Bonus Action—Ki). You can spend 1 ki point to
CONDITIONAL
take the Dodge action on your turn.
+3 Step of the Wind (Bonus Action—Ki). You can spend 1 ki point to
take the Disengage or Dash action on your turn, and your jump
CURRENT HIT POINTS distance is doubled for the turn.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS Unarmored Movement. Your speed increases by 10 feet while you
are not wearing armor or wielding a shield.
14 N
CIE C
+6 Acrobatics (Dex)
SPEED
35ft.
FLY
60ft.
CLIMB
0ft.
SWIM
0ft. Deflect Missiles (Reaction). You can deflect or catch the missile
Y
PROFI
✘ when you are hit by a ranged weapon attack. When you do so, the
RT
EXPE
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION damage you take from the attack is reduced by 1d10+6.If you
+2 ✘ +3 Arcana (Int)
reduce the damage to 0, you can catch the missile if it is small
enough for you to hold in one hand and you have at least one
hand free. If you catch a missile in this way, you can spend 1 ki
+1 Athletics (Str) point to make a ranged attack with the weapon or piece of
ammunition you just caught, as part of the same reaction. You
INTELLIGENCE +1 Deception (Cha) make this attack with proficiency, regardless of your weapon
proficiencies, and the missile counts as a monk weapon for the
✘ +7 Insight (Wis) Hands of Healing (Action—Ki). You can spend 1 ki point to touch a
creature and restore d4+4 hp.When you use your Flurry of Blows,
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS you can replace one of the unarmed strikes with a use of this
+0 +0 Investigation (Int)
feature without spending its ki cost.
19 +4 Perception (Wis)
+1 Performance (Cha)
Talons. You are proficient with your unarmed
strikes, which deal 1d4 slashing damage on a hit.
Spellcasting. You can cast cleric spells as rituals. You can prepare 6
spells from the cleric spell list. You can use a holy symbol as your
spellcasting focus.
✘ +4 Persuasion (Cha)
+4 +0 Religion (Int)
Channel Divinity (1/Short Rest).
13 +4 Survival (Wis) 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
SKILLS escape from an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge action.
+1 14 PASSIVE PERCEPTION Warding Flare (Reaction—4/Long Rest). When you are attacked
by a creature within 30 feet of you that you can see, you can use
your reaction to impose disadvantage on the attack roll, causing
light to flare before the attacker before it hits or misses.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on
the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of
knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
I’ve lost too many friends, and I’m slow to make new
ones. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in
I face problems head-on. A simple, direct solution is Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important
the best path to success.
than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are
open to all sorts of folk who are willing to battle and die for the order’s cause.
PERSONALITY TRAITS
The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help
inform your decision about which group you owe allegiance to.
Independence. When people follow orders blindly,
they embrace a kind of tyranny. (Chaotic) -
Solaria was a gifted child. She picked up skills like no other and so, as she began to mature, a monestary from her home
town took her as an apprentice monk. There she studied for several years, learning to assist others and give support to
IDEAL the weak.
Her studies were cut short, however, when their town was attacked by an organization with great numbers. She fought
to protect the civillians but was gravely injured in the fighting. As she lay helpless, she watched as her home was burnt
Someone saved my life on the battlefield. To this to ashes and her family were killed.
day, I will never leave a friend behind. As her conciousness faded away, a mysterious cloaked figure jumped over her, slaying an enemy in just a single strike
before picking her up and fleeing. When she awoke, Solaria found herself inside of an unfamiliar church, far from her
home. She decided to study as a cleric as there was no one familiar with the ways of the monks.
BOND Solaria vowed to become strong. Strong enough to protect those that she held close to her heart so that she may never
fail like she did the day she lost her home. She plans to find the people that invaded her town and take revenge and
hopes to find the figure that saved her life so that she might repay him.
My hatred of my enemies is blind and unreasoning.
Knightly Regard
You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order
is a religious one, you can gain aid from temples and other
religious communities of your deity. Knights of civic orders can
get help from the community- whether a lone settlement or a
great nation that they serve, and knights of philosophical
orders can find help from those they have aided in pursuit of
their ideals, and those who share those ideals.This help comes
in the form of shelter and meals, and healing when
appropriate, as well as occasionally risky assistance, such as a
band of local citizens rallying to aid a sorely pressed knight in a
fight, or those who support the order helping to smuggle a
knight out of town when he or she is being hunted unjustly.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Flute. If you have proficiency with the flute, you can add
Clothes, Traveler’s 1 4 your proficiency bonus to any ability checks you make to
Priest’s Pack 1 10 play music with the instrument. A bard can use a musical
Smith’s Tools 1 8 instrument as a spellcasting focus.
[Flute] 1 1
0 0 0 10 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 6
You touch one object that is no larger than 10 feet in any dimension. This spell repairs a single break or tear in an object you touch, such as You touch a living creature that has 0 hit points. The creature
Until the spell ends, the object sheds bright light in a 20-foot radius broken chain link, two halves of a broken key, a torn cloak, or a becomes stable. This spell has no effect on undead or constructs.
and dim light for an additional 20 feet. The light can be colored as leaking wineskin. As long as the break or tear is no larger than 1 foot
you like. Completely covering the object with something opaque in any dimension, you mend it, leaving no trace of the former
blocks the light. The spell ends if you cast it again or dismiss it as an damage. This spell can physically repair a magic item or construct,
action. but the spell can’t restore magic to such an object.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.
Bonus Cantrip (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You point at one creature you can see within range, and the sound of You bless up to three creatures of your choice within range. As you hold your hands with thumbs touching and fingers spread, a
a dolorous bell fills the air around it for a moment. The target must Whenever a target makes an attack roll or a saving throw before the thin sheet of flames shoots forth from your outstretched fingertips.
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If spell ends, the target can roll a d4 and add the number rolled to the Each creature in a 15-foot cone must make a Dexterity saving throw.
the target is missing any of its hit points, it instead takes 1d12 attack roll or saving throw. A creature takes 3d6 fire damage on a failed save, or half as much
necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd damage on a successful one. The fire ignites any flammable objects in
The spell’s damage increases by one die when you reach 5th level level or higher, you can target one additional creature for each slot the area that aren’t being worn or carried.
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook
A creature you touch regains a number of hit points equal to 1d8 + For the duration, you sense the presence of magic within 30 feet of Each object in a 20-foot cube within range is outlined in blue, green,
your spellcasting ability modifier. This spell has no effect on undead you. If you sense magic in this way, you can use your action to see a or violet light (your choice). Any creature in the area when the spell is
or constructs. faint aura around any visible creature or object in the area that bears cast is also outlined in light if it fails a Dexterity saving throw. For the
At Higher Levels. When you cast this spell using a spell slot of 2nd magic, and you learn its school of magic, if any. The spell can duration, objects and affected creatures shed dim light in a 10-foot
level or higher, the healing increases by 1d8 for each slot level above penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of radius.
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. Any attack roll against an affected creature or object has advantage
if the attacker can see it, and the affected creature or object can’t
benefit from being invisible.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook
Healing Word Inflict Wounds Shield of Faith
1st-level evocation 1st-level necromancy 1st-level abjuration
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)
A creature of your choice that you can see within range regains hit Make a melee spell attack against a creature you can reach. On a hit, A shimmering field appears and surrounds a creature of your choice
points equal to 1d4 + your spellcasting ability modifier. This spell has the target takes 3d10 necrotic damage. within range, granting it a +2 bonus to AC for the duration.
no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level
level or higher, the healing increases by 1d4 for each slot level above above 1st.
1st.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Clothes, Traveler’s Priest’s Pack Smith’s Tools
Adventuring Gear Equipment Packs Tools
Includes a backpack, a blanket, 10 candles, a tinderbox, an Smith’s tools allow you to work metal, heating it to alter its
alms box, 2 blocks of incense, a censer, vestments, 2 days shape, repair damage, or work raw ingots into useful items.
of rations, and a waterskin. Components. Smith’s tools include hammers, tongs,
charcoal, rags, and a Whetstone.
Arcana and History. Your expertise lends you additional
insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions
that others might overlook when an investigation involves
armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot
enough to make metal pliable, you can restore 10 hit points
to a damaged metal object for each hour of work.
SMITH’S TOOLS
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 20
Flute
Musical Instruments
If you have proficiency with the flute, you can add your
proficiency bonus to any ability checks you make to play
music with the instrument. A bard can use a musical
instrument as a spellcasting focus.