# [[Moz Skolmov]] Status: `INPUT[inlineSelect(option(✅ Alive), option(❌ Dead)):status]` ## Basic Information Level: `INPUT[inlineSelect(option(1), option(2), option(3), option(4), option(5), option(6), option(7), option(8), option(9), option(10), option(11), option(12), option(13), option(14), option(15), option(16), option(17), option(18), option(19), option(20)):level]` Class:: Cleric 2/Monk 1 Species:: Aasimar Max HP: `INPUT[number(class(short)):HP]` | Current HP: `INPUT[number(class(short)):CurHP]` AC: `INPUT[number(class(very-short)):AC]` (Unarmored Defense) Proficiency: `INPUT[inlineSelect(option(2), option(3), option(4), option(5), option(6)):prof]` | Stat | Score | Bonus | Roll | Saving Throw Proficiency? | Saving Throw Bonus | Roll | | ------------ | ---------------------------------------------------- | -------------------------------------------------- | ---- | -------------------------------- | ---------------------------------------------------------------------------------------------------- | ---- | | Strength | `INPUT[number(class(very-short)):abilityScores.str]` | `VIEW[round(floor(({abilityScores.str}-10)/2),0)]` | | `INPUT[toggle:savingThrows.str]` | `VIEW[round(floor(({abilityScores.str}-10)/2),0)+{prof}*{savingThrows.str}+{globalMod.savingThrow}]` | <br> | | Dexterity | `INPUT[number(class(very-short)):abilityScores.dex]` | `VIEW[round(floor(({abilityScores.dex}-10)/2),0)]` | | `INPUT[toggle:savingThrows.dex]` | `VIEW[round(floor(({abilityScores.dex}-10)/2),0)+{prof}*{savingThrows.dex}+{globalMod.savingThrow}]` | | | Constitution | `INPUT[number(class(very-short)):abilityScores.con]` | `VIEW[round(floor(({abilityScores.con}-10)/2),0)]` | | `INPUT[toggle:savingThrows.con]` | `VIEW[round(floor(({abilityScores.con}-10)/2),0)+{prof}*{savingThrows.con}+{globalMod.savingThrow}]` | | | Intelligence | `INPUT[number(class(very-short)):abilityScores.int]` | `VIEW[round(floor(({abilityScores.int}-10)/2),0)]` | | `INPUT[toggle:savingThrows.int]` | `VIEW[round(floor(({abilityScores.int}-10)/2),0)+{prof}*{savingThrows.int}+{globalMod.savingThrow}]` | | | Wisdom | `INPUT[number(class(very-short)):abilityScores.wis]` | `VIEW[round(floor(({abilityScores.wis}-10)/2),0)]` | | `INPUT[toggle:savingThrows.wis]` | `VIEW[round(floor(({abilityScores.wis}-10)/2),0)+{prof}*{savingThrows.wis}+{globalMod.savingThrow}]` | | | Charisma | `INPUT[number(class(very-short)):abilityScores.cha]` | `VIEW[round(floor(({abilityScores.cha}-10)/2),0)]` | | `INPUT[toggle:savingThrows.cha]` | `VIEW[round(floor(({abilityScores.cha}-10)/2),0)+{prof}*{savingThrows.cha}+{globalMod.savingThrow}]` | | | Skill | Proficiency? | Bonus | Roll | | --------------- | ------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- | ---- | | Acrobatics | `INPUT[toggle:skills.acrobatics]` | `VIEW[{prof}*{skills.acrobatics}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | | | Animal Handling | `INPUT[toggle:skills.animalHandling]` | `VIEW[{prof}*{skills.animalHandling}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | | Arcana | `INPUT[toggle:skills.arcana]` | `VIEW[{prof}*{skills.arcana}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Athletics | `INPUT[toggle:skills.athletics]` | `VIEW[{prof}*{skills.athletics}+round(floor(({abilityScores.str}-10)/2),0)+{globalMod.skillCheck}]` | | | Deception | `INPUT[toggle:skills.deception]` | `VIEW[{prof}*{skills.deception}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | History | `INPUT[toggle:skills.history]` | `VIEW[{prof}*{skills.history}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Insight | `INPUT[toggle:skills.insight]` | `VIEW[{prof}*{skills.insight}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | | Intimidation | `INPUT[toggle:skills.intimidation]` | `VIEW[{prof}*{skills.intimidation}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | Investigation | `INPUT[toggle:skills.investigation]` | `VIEW[{prof}*{skills.investigation}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Medicine | `INPUT[toggle:skills.medicine]` | `VIEW[{prof}*{skills.medicine}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Nature | `INPUT[toggle:skills.nature]` | `VIEW[{prof}*{skills.nature}+round(floor(({abilityScores.int}-10)/2),0)+{globalMod.skillCheck}]` | | | Perception | `INPUT[toggle:skills.perception]` | `VIEW[{prof}*{skills.perception}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | | Performance | `INPUT[toggle:skills.performance]` | `VIEW[{prof}*{skills.performance}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | Persuasion | `INPUT[toggle:skills.persuasion]` | `VIEW[{prof}*{skills.persuasion}+round(floor(({abilityScores.cha}-10)/2),0)+{globalMod.skillCheck}]` | | | Religion | `INPUT[toggle:skills.religion]` | `VIEW[{prof}*{skills.religion}+round(floor(({abilityScores.int}-10)/2),0)+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | | Sleight of Hand | `INPUT[toggle:skills.sleightOfHand]` | `VIEW[{prof}*{skills.sleightOfHand}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | | | Stealth | `INPUT[toggle:skills.stealth]` | `VIEW[{prof}*{skills.stealth}+round(floor(({abilityScores.dex}-10)/2),0)+{globalMod.skillCheck}]` | | | Survival | `INPUT[toggle:skills.survival]` | `VIEW[{prof}*{skills.survival}+round(floor(({abilityScores.wis}-10)/2),0)+{globalMod.skillCheck}]` | | ### Proficiencies Weapons: Simple Weapons Armor: Light Armor, Medium Armor, Shields Tools: Calligrapher's Supplies, Woodcarver's Tools Languages: Common, Celestial, Primordial ### Equipment - Calligrapher's Supplies - Ink - Sheets of Parchment (12) - Quills (3) - Woodcarver's Tools - Knife - Gouge - Small Saw - Priest's Pack - Backpack - Blanket - Holy Water - Lamp - Rations (7 days) - Robe - Tinderbox - Dagger (2) ### Features #### Aasimar - **Celestial Resistance** - You have resistance to necrotic damage and radiant damage. - **Darkvision** - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. - **Healing Hands** - As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus (`dice: 2d4`). The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest. - [ ] Used? - **Light Bearer** - You know the *light* cantrip. - Light - Evocation Cantrip (Artificer, Bard, Cleric, Sorcerer, Wizard) | Casting Time: Action | Range: Touch | Components: V, M (a firefly or phosphorescent moss) | Duration: 1 Hour - You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. 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. - **Celestial Revelation** - When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest: - ~~*Necrotic Shroud* - Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (`VIEW[round(floor(({abilityScores.wis}-10)/2),0) + {prof} + 8]`) or become *frightened* of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus (`VIEW[{prof}]`).~~ - ~~*Radiant Consumption* - Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus (`VIEW[{prof}]`).~~ - *Radiant Soul* - Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a *flying* speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus (`VIEW[{prof}]`). - [x] Used? #### Background (UA2022-CharacterOrigins) - **Skilled** - 1st-Level Feat | Prerequisite: None | Repeatable: Yes - You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills. #### Monk Class Features (UA2023-PH-Playtest8) - **Martial Arts** - Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are Simple Melee Weapons and Martial Weapons with the Light property. You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren't wearing armor or wielding a shield: - *Bonus Unarmed Strike* - You can make one Unarmed Strike as a Bonus Action. - *Dexterous Attacks* - You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons. In addition, when you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC. - *Martial Arts Die* - You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table. - **Unarmored Defense** - While you aren't wearing any armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. #### Cleric Class Features (UA-2023-PH-Playtest6) - **Divine Order** - You have dedicated yourself to one of the following sacred roles of your choice: - ~~*Protector* - Trained for battle, you gain Martial Weapon proficiency and Heavy Armor training.~~ - *Thaumaturge* - You know one extra cantrip from the Divine spell list (see you Spellcasting feature for information on preparing spells). In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Religion) checks. The bonus equals your Wisdom modifier (`VIEW[round(floor(({abilityScores.wis}-10)/2),0)]`) (minimum of +1) - **Spellcasting** - You have learned to cast spells through prayer, meditation, and devotion. See the Player's Handbook for the rules on spellcasting. The information below details how you use those rules as a Cleric. - *Cantrips* - You know three cantrips of your choice from the Cleric spell list. Rather than choosing, you may start with Guidance, Sacred Flame, and Thaumaturgy. Whenever you gain a Cleric level, you can replace one of your cantrips with another cantrip of your choice from the Cleric spell list. When you reach 4th and 10th level in this class, you learn another cantrip of your choice from the Cleric spell list, as shown in the Cantrips column of the Cleric table. - *Spell Slots* - The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest. - 1st Level Spell Slots - [x] Used (1/3)? - [x] Used (2/3)? - [ ] Used (3/3)? - *Prepared Spells of 1st+ Level* - You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Divine spell list. Rather than choosing, you may start with Bless, Cure Wounds, Guiding Bolt, and Shield of Faith. The number of spells on your list also increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric table. Whenever that number increases, choose additional spells from the Divine spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a 3rd-level Cleric, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If another Cleric feature gives spells that you always have prepared, those spells don't count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature. - *Changing Your Prepared Spells* - Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there with other Divine spells for which you have spell slots. Preparing a new list requires time spent in prayer and meditation: at least 1 minute per spell level for each spell you add to the list. - *Spellcasting Ability* - Wisdom is your Spellcasting Ability for your Cleric spells. - *Spellcasting Focus* - You can use a Holy Symbol as a Spellcasting Focus for the spells you prepare for this class. - **Cantrips** (4) - Guidance - Divination Cantrip (Cleric, Druid, Artificer) | Casting Time: Action | Range: Touch | Components: V, S | Duration: 1 Minute (Concentration) - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. - Sacred Flame - Evocation Cantrip (Cleric) | Casting Time: Action | Range: 60 feet | Components: V, S | Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw (DC: `VIEW[round(floor(({abilityScores.wis}-10)/2),0) + {prof} + 8]`) or take 1d8 (`dice: 1d8`) radiant damage. The target gains no benefit from cover for this saving throw. - *Cantrip Upgrade* - The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - Spare the Dying (UA2023-BastionsCantrips) - Necromancy Cantrip (Cleric, Druid) | Casting Time: Action | Range: 15 feet | Components: V, S | Duration: Instantaneous - Choose a creature within range that has 0 Hit Points yet is alive. The creature becomes Stable. - *Cantrip Upgrade* - The spell's range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet). - Word of Radiance - Evocation Cantrip (Cleric) | Casting Time: Action | Range: 5 feet | Components: V, M (A holy symbol) | Duration: Instantaneous - You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw (DC: `VIEW[round(floor(({abilityScores.wis}-10)/2),0) + {prof} + 8]`) or take 1d6 (`dice: 1d6`) radiant damage. - *Cantrip Upgrade* - The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - **Prepared Spells** (4) - Bless - Level 1 Enchantment (Cleric, Paladin) | Casting Time: Action | Range: 30 feet | Components: V, S, M (A sprinkling of holy water) | Duration: 1 Minute (Concentration) - You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. - *At Higher Levels* - When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. - Cure Wounds (UA2023-PH-Playtest8) - Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) | Casting Time: Action | Range: Touch | Components: V, S | Duration: Instantaneous - A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier (`dice: 2d8+Wisdom`). This spell has no effect on Constructs or Undead. - *At Higher Levels* - When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d8 for each slot level above 1. - Detect Magic - Level 1 Divination (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard) | Casting Time: Action | Range: Self (30 foot radius sphere) | Components: V, S | Duration: 10 Minutes (Concentration) - For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. - Inflict Wounds - Level 1 Necromancy (Cleric) | Casting Time: Action | Range: Touch | Components: V, S | Duration: Instantaneous - Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. - *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 above 1st. - Searing Smite (UA-2023-PH-Playtest6) - Level 1 Evocation (Cleric, Paladin) | Casting Time: Bonus Action, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike | Range: Self | Component: V | Duration: 1 minute - As you hit the target, your strike flares with white-hot intensity, and the target takes an extra 1d6 (`dice: 1d6`) Fire damage from the attack and ignites with magical fire. At the start of each of its turns until the spell ends, the target takes 1d6 (`dice: 1d6`) Fire damage and then must make a Constitution saving throw (DC: `VIEW[round(floor(({abilityScores.wis}-10)/2),0) + {prof} + 8]`). On a failed save, the spell continues. On a successful save, the spell ends. - *At Higher Levels* - When you cast this spell using a spell slot of 2nd level or higher, any damage dealt by the spell increases by 1d6 for each slot level above 1st - **Channel Divinity** - You gain the ability to channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use your Channel Divinity, you choose which effect to create, and you gain additional effect options at higher levels in this class. You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric table. If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class's Spellcasting feature. - *Divine Spark* - As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant (your choice) damage equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach certain Cleric levels: 7th level (2d8), 13th level (3d8), and 18th level (4d8). - *Turn Undead* - As a Magic action, you present your Holy Symbol and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has the Frightened and Incapacitated conditions for 1 minute. This effect ends early on the creature if it takes any damage, you have the Incapacitated condition, or you die. - [ ] Used (1/2)? - [ ] Used (2/2)? ### Abilities #### Actions - Attack - Dagger - Properties: Finesse, Light, Thrown (Range 20/60) - To Hit: `dice: 1d20+Dexterity+Proficiency`| Damage: `dice: 1d6+Dexterity` - Unarmed Strike - Damage - To Hit: `dice: 1d20+Dexterity+Proficiency`| Damage: `dice: 1d6+Dexterity` - Grapple - The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength (or Dexterity (*Dexterous Attacks*)) modifier + your Proficiency Bonus (`VIEW[round(floor(({abilityScores.dex}-10)/2),0) + {prof} + 8]`). This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. - Shove - The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength (or Dexterity (*Dexterous Attacks*)) modifier + your Proficiency Bonus (`VIEW[round(floor(({abilityScores.dex}-10)/2),0) + {prof} + 8]`). This shove is possible only if the target is no more than one size large than you. - Magic - Guidance - Light - Sacred Flame - Spare the Dying - Word of Radiance - Bless - Cure Wounds - Detect Magic - Inflict Wounds - Channel Divinity (Divine Spark) - Channel Divinity (Turn Undead) - Use a Magic Item - Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Influence, Ready, Search, Shove, Study, Use an Object - Healing Hands #### Bonus Actions - Bonus Unarmed Strike - Damage - To Hit: `dice: 1d20+Dexterity+Proficiency`| Damage: `dice: 1d6+Dexterity` - Grapple - The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 + your Strength (or Dexterity (*Dexterous Attacks*)) modifier + your Proficiency Bonus (`VIEW[round(floor(({abilityScores.dex}-10)/2),0) + {prof} + 8]`). This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it. - Shove - The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push the target 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 + your Strength (or Dexterity (*Dexterous Attacks*)) modifier + your Proficiency Bonus (`VIEW[round(floor(({abilityScores.dex}-10)/2),0) + {prof} + 8]`). This shove is possible only if the target is no more than one size large than you. - Two-Weapon Fighting - Dagger - Properties: Finesse, Light, Thrown (Range 20/60) - To Hit: `dice: 1d20+Dexterity+Proficiency`| Damage: `dice: 1d6` - Searing Smite - Celestial Revelation (Radiant Soul) #### Reactions - Opportunity Attack #### Other - Interact with an Object ### Backstory