TEXT: 1
  +0
  Strength:
  10
  Score
  bonus
  Dexterity:
  16
  +3
  Constitution:
  12
  +1
  intelligence:
  11
  +0
  wisdom:
  14
  +2
  Charisma:
  12
  +1
  ability scores
  Skills
  Skill
  (Primary ABILITY) 
  TOTAL  
  BONUS
  Acrobatics (Dex)*
  +5
  Animal Handling (Wis)
  +2
  Arcana (Int)
  +0
  Athletics (Str)
  +0
  Deception (Cha)
  +1
  History (Int)*
  +0
  Insight (Wis)*
  +4
  Intimidation (Cha)
  +1
  Investigation (Int)
  +0
  Medicine (Wis)
  +2
  Nature (Int)*
  +2
  Perception (Wis)*
  +4
  Performance (Cha)
  +1
  Persuasion (Cha)
  +1
  Religion (Int)*
  +2
  Sleight of Hand (Dex)
  +4
  Stealth (Dex)*
  +5
  Survival (Wis)*
  +4
  * Trained skill 
  Other proficiencies
  Flute 
  Name:  
  CLASS:  Cleric
  Background: High Born
  Race: Human
  Nationality: Coryani Empire (Balantica)
  Church: Mother Church
  Deity:  Saluwe’
  Level: 1st
  speed:
  30’
  special: 
  ______________
  0
  speed
  +0
  saving
  throws
  +4
  +1
  +0
  +4
  +3
  Personality Traits
  The power of Saluwe’ runs strong within you, yet you  
  easily control your bestial nature, acting property,  
  posed, & refined, even in battle. That is, until you  
  decide not to. 
  ideals
  Seek to understand Saluwe’s will and master the gifts She 
  has blessed you with. You seek ever greater prey and thrill 
  in the hunt, but also seek balance with your bestral nature. 
  bonds
  You seek to become an asset to not only your  
  family but your church, and pray that both  
  remained aligned.  
  flaws
  You do not possess as much control as  
  you portray. You feel that, while in  
  combat, you enjoy the smell and  
  taste of blood too much. A fact you  
  keep from your friends and even members of your own faith
  Proficiency  
  Bonus
  +2
  Languages
  Low Coryani
  High Coryani
  Altharin
   
  literate?
  Spells Prepared
  Hunter’s Mark*
  Bless
  Longstrider*
  Cure Wounds
  Guiding Bolt*
  Shield of Faith
  * denotes always prepared
  Cantrips
  Light
  Thaumaturgy
  Sacred Flame
  Spell Slots 
  Spell Slots
  1st level
  2nd level
  3rd level
  2
  -
  Attack & Saves:
  Spell Attack
  Save DC
  +4
  12
  Passive 
  Perception
  14
  bloodrank
  0
  Defenses & Health
  ARMOR 
  CLASS
  14
  HIT  
  POINTS
  9
  HIT  
  DICE
  1d8
  current hp
  death saves
  made
  failed
  Attacks & spell casting
  Temp hp
  Attack
  To 
  Hit
  Special/Range
  Damage
  Claws
  +5
  1d4+3(S)
   
   Light, Finesse (see hands of the mother, back)
  Short Bow 
  +5
  1d6+3(p)
  80’/320’
  Ammunition (20 arrows, 10 Silver Arrows), two-handed
  
  2
  Equipment:
  Priest’s Pack: Includes a backpack, a blanket, 10 candles, a  
  tinderbox, an alms box, 2 blocks of incense, a censer,  
  vestments, 2 days of rations, and a waterskin.
  A signet ring with your family’s coat of arms, a trinket such as 
  a coin or crystal used to focus during meditation, a set of fine 
  clothes, and a purse containing 25 gp. 
  Short Bow (20 arrows, 10 Silver), leather armor
  Clerical Class Abilities
  Channel Divinity:
  At 2nd level, you gain the ability to channel divine energy  
  directly from your deity, using that energy to fuel magical  
  effects. You start with two such effects: Turn Undead and an  
  effect determined by your domain. Some domains grant you 
  additional effects as you advance in levels, as noted in the  
  domain description.
  When you use your Channel Divinity, you choose which effect 
  to create. You 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.
  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.
  Clerical Aspect: 
  The Primal Huntress
  Most worship Saluwé as the Empress of the Heavens and the 
  Green Goddess. She is the very earth that brings forth food. 
  Priestesses of the Primal Huntress live to embody Saluwé’s more 
  savage nature, reveling in the glory of the hunt and the seductive 
  moment of the kill. They hone their skills, hunting ever more 
  dangerous prey, and strive to embody the purity of the hunt itself.
  Tenets of Faith
  Clerics who revere Saluwé, the Primal Huntress share the
  following tenets and traditions of belief:
  • 
  Hunt: The hunt lets you feel the power of Saluwé beating 
  in your heart. Do not hunt for sport, eat what you kill and 
  honor the Primal Huntress.
  • 
  Justice: The blood of the innocent is sacred but the wicked 
  and the cruel should feel the sting of your claws.
  • 
  Protector: Protect those on the edges of civilization from 
  the wild beasts of the land.
  • 
  Self-Sufficiency: Forgo claws of iron and shells of steel; the 
  Primal Huntress has given you everything you need for the 
  hunt.
  • 
  Strike the Balance: Strike a balance between the spread 
  of civilization and the wilderness. Man will encroach upon  
  virgin territory and use the bounty of the land to sustain 
  themselves, but prevent them 
  Saluwe’, The Primal Huntress
  Cleric 
  Level 
  Spells
  1st 
  Hunter’s Mark, Longstrider
  3rd 
  Peimal Senses, Pass without Trace
  5th 
  Bestial Form, Conjure Animals
  7th 
  Freedom of Movement, Locate Creature
  9th 
  Crushing Weight, Commune with Nature
  Bonus Proficiencies 
  Clergy who follow the aspect of The Primal Huntress gain 
  proficiency with the Stealth and Survival.
  Hands of Our Mother 
  Starting at 1st level, as a bonus action, you extend your nails 
  into very sharp claws. You can also retract your claws as a 
  bonus action. You gain the following benefits when your claws 
  are extended:
  • 
  You can use Dexterity instead of Strength for the attack 
  and damage rolls of your unarmed strikes.
  • 
  You may choose to use your claws when making unarmed 
  strikes. Your claws deal 1d4 slashing damage. This damage 
  increases to a d6 at 5th level, a d8 at 11th level, and a d10 
  at 7th level. 
  • 
  When you use the Attack action with your claws on your 
  turn, you can make one with your claws as a bonus action.
  • 
  At 6th level, your claws deal magical slashing damage.
  
  3
  Channel Divinity: Hunter’s Senses
  Starting at 2nd level, you can use your Channel Divinity to 
  sense the presence of beasts and other creatures around you. As 
  an action, you grasp your holy symbol and whisper a prayer to 
  the Primal Huntress. Until the end of your next turn, you know 
  the location of any beast, ssethric, ooze, plant, or undead within 
  60 feet of you that is not behind total cover. You learn the type 
  of each creature you sense, but not the identity.
  Channel Divinity: Flurry of Claws
  Also starting at 2nd level, you use your Channel Divinity to 
  lash out at all creatures around you with your claws. As an 
  action, you touch your holy symbol and growl a prayer to the 
  Primal Huntress. You can make an unarmed strike against every 
  creature adjacent to you.
  New Feats
  Powerful Cant
  Prerequisite: Divine Spell Caster 
  There is one particular prayer you have come to cherish and 
  whenever you cast it you are filled with righteous awe. 
  Choose one spell you can cast of 1st level of higher. (your  
  chosen spell is Guiding Bolt) 
  • 
  You always have your chosen spell prepared and it doesn’t 
  count against the number of spells you can prepare each 
  day.
  • 
  Anyone attempting to interrupt or end your chosen spell 
  with counterspell or dispel magic must make an ability 
  check using their spellcasting ability regardless of your 
  spell’s level.
  • 
  When you roll for damage or healing with your spell, you 
  may treat any 1 on a damage or healing die as a 2. If your 
  spell doesn’t deal damage or heal, you may treat your spell 
  as if you had cast it with a spell slot one level higher than 
  the one you used to cast the spell, up to a 6th level spell 
  slot.
  New Spell
  Primal Senses
  2nd-level transmutation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: 1 hour
  You gain the keen hearing and smell of a wild beast. For the 
  duration, you have advantage on Wisdom (Perception) and 
  Wisdom (Survival) checks to track. You also gain a +5 bonus to 
  your passive Perception.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Arcanis 5E/Living Arcanis 5E - Introductory Season - Pregenerated Character - Human Cleric.pdf