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Pippin, Cleric from Khinamay (5e) in Dungeons & Dragons 5e

Pippin, Cleric from Khinamay (5e)

3 Level (0/2700 XP for level-up) Acolyte Background Rock Gnome Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR 14

+2

DEX 10

+0

CON 14

+2

INT 10

+0

WIS 16

+3

CHA 12

+1

24
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
20
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+3 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+1 Deception CHA
+2 History INT
+5 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 STR 1d4+2 Piercing
 Finesse, Light, Thrown
Mace +2 DEX 1d6 Bludgeoning
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Bla +3 1 2 3 4+1 2 3

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Bla +3 1 2 3 4+1 + 2 3

Level 3 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Bla +3 1 2 3 4+1 + 2 3
Shield, Chain Mail, Dagger, Mace, Backpack, Clothes Common, Reliquary, Alms Box, Holy Symbol, Blanket, Candle, Rations (1 day), Tinderbox, Waterskin, Block of Incense, Censer, Vestments

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Gnomish, Celestial, Draconic

Languages & Proficiencies
Tradition. The ancient traditions of worship and sacrifice must be restored to where they were years ago.

Ideals
I will do anything to get my temple back to its former glory and trust. I would die to recover an ancient relic of my faith that was lost long ago and that might help to restore the temple.


Bonds
My piety has lead me to blindly trust those that profess faith in my god, only to find out it was all a con for wealth and power. Therefor I am suspicious of strangers now and expect the worst of them.

Flaws
She wears bright robes with leather applications and pouches for all her stuff, like documents and spell components, with a chainmail shirt on top. She also carries a big mace and a shield. Strapped to her belt is a small stuffed puppet from her childhood. His name is "Mr. Booze." The tips of her shoes are pointy and slightly bent upwards.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

OOA

Stonespeaker Crystal

Wondrous Item

Rare Requires Attunement

Created by the stone giant librarians of Gravenhollow. this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person.

The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to east one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).

When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.

The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.

Cost: 501 gp - 5,000 gp

DMG

Sun Blade

Weapon

Rare Requires Attunement

Longsword

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Cost: 501 gp - 5,000 gp

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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