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Level 4 Human Cleric, Life Domain 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Antitrea
Chaotic Good Chauntea Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Spellcasting. You can cast cleric spells as rituals. You


STRENGTH Studded Leather 14 can prepare 9 spells from the cleric spell list. You
can use a holy symbol as your spellcasting focus.
PROFICIENCY BONUS +2
11
SHIELD
AC
Channel Divinity (1/Short Rest).
N
CIE C

+0 Strength Turn Undead (Action—Channel Divinity). Each


Y
PROFI

+0 undead that can see or hear you within 30 feet of


+2 Dexterity
you must make a Wisdom saving throw. If the
+0 Constitution ARMOR CLASS creature fails its saving throw, it is turned for 1
DEXTERITY
+0 Intelligence
minute or until it takes any damage.A turned
MAXIMUM HIT DICE TEMPORARY creature must spend its turns trying to move as far
14 ✘


+7 Wisdom

+4 Charisma
19 4d8 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
CONDITIONAL
reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents
+2 it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Disciple of Life. Whenever you use a spell of 1st
SAVING THROWS
level or higher to restore hp to a creature, the
10 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature regains additional hp equal to 2 + the
spell’s level.
Y
PROFI

RT

EXPE

+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Preserve Life (Action—Channel Divinity). You
+0 +0 Arcana (Int) present your holy symbol and evoke healing energy
that can restore 20 hp. Choose any creatures within
+0 Athletics (Str)
30 feet of you, and divide those hit points among
INTELLIGENCE +2 Deception (Cha) them. This feature can restore a creature to no
more than half of its hp maximum. You can’t use
10 +0 History (Int)
+5 Insight (Wis)
this feature on an undead or a construct.

+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS


+0 +0 Investigation (Int)
✘ +7 Medicine (Wis)
WISDOM +0 Nature (Int)

20 +5 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+5 ✘ +2 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

14 +5 Survival (Wis)
SKILLS

+2 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +4 vs AC 1d4+2 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Crossbow, Hand 30/120 +2 vs AC 1d6+2 piercing
Ammunition, Light, Loading

Quarterstaff 5 ft +2 vs AC 1d6+0 bludgeoning Armor Proficiencies. Light Armor, Medium Armor,


Versatile
Shield, Heavy Armor

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Common

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Antitrea
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

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
Antitoxin (vial) 2 —
Backpack 1 5
Bedroll 1 7
Blanket 1 3
Case, Crossbow Bolt 1 1
Candle 2 —
Clothes, Common 1 3
Healer’s Kit 2 6
Potion of Healing 2 1
Tent, Two—Person 1 20
Torch 2 2
Flask or Tankard 2 2
Priest’s Pack 1 10
Herbalism Kit 1 3
[Studded Leather] 1 13
[Dagger] 1 1
Dagger 1 1
Crossbow, Hand 1 3
Quarterstaff 1 4
Crossbow Bolt 4 .2
Cart 1
Horse, Riding 1 —
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

85.2 lb / 165 lb 330 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Life Domain

CANTRIPS Guidance Light


Mending Word of Radiance

1ST LEVEL 4 SPELL SLOTS ● Bane ● Bless (Always Prepared)


● Cure Wounds (Always Prepared) ● Detect Magic ● Detect Poison and Disease
● Healing Word ● Protection from Evil and Good Ceremony
Command Create or Destroy Water Detect Evil and Good
Guiding Bolt Inflict Wounds Purify Food and Drink
Sanctuary Shield of Faith

2ND LEVEL 3 SPELL SLOTS ● Aid ● Lesser Restoration (Always Prepared)


● Prayer of Healing ● Protection from Poison ● Spiritual Weapon (Always Prepared)
● Zone of Truth Augury Blindness/Deafness
Calm Emotions Continual Flame Enhance Ability
Find Traps Gentle Repose Hold Person
Locate Object Silence Warding Bond
Guidance Light Mending
Divination Cantrip Evocation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 minute


RANGE Touch RANGE Touch RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S, M (two lodestones)

You touch one willing creature. Once before the spell ends, the target 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
can roll a d4 and add the number rolled to one ability check of its 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
choice. It can roll the die before or after making the ability check. The 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
spell then ends. 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.

Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook

Word of Radiance Bane Bless


Evocation Cantrip 1st-level enchantment 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 5 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, M (a holy symbol) COMPONENTS V, S, M (a drop of blood) COMPONENTS V, S, M (a sprinkling of holy water)

You utter a divine word, and burning radiance erupts from you. Each Up to three creatures of your choice that you can see within range You bless up to three creatures of your choice within range.
creature of your choice that you can see within range must succeed must make Charisma saving throws. Whenever a target that fails this Whenever a target makes an attack roll or a saving throw before the
on a Constitution saving throw or take 1d6 radiant damage. saving throw makes an attack roll or a saving throw before the spell spell ends, the target can roll a d4 and add the number rolled to the
The spell’s damage increases by 1d6 when you reach 5th level ends, the target must roll a d4 and subtract the number rolled from attack roll or saving throw.
(2d6), 11th level (3d6), and 17th level (4d6). the attack roll or saving throw. 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, you can target one additional creature for each slot
level or higher, you can target one additional creature for each slot level above 1st.
level above 1st.

Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook

Cure Wounds Detect Magic Detect Poison and Disease


1st-level evocation 1st-level divination (ritual) 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self RANGE Self
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a yew leaf)

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 For the duration, you can sense the presence and location of poisons,
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 poisonous creatures, and diseases within 30 feet of you. You also
or constructs. faint aura around any visible creature or object in the area that bears identify the kind of poison, poisonous creature, or disease in each
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 case. The spell can penetrate most barriers, but is blocked by 1 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 of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
1st. common metal, a thin sheet of lead, or 3 feet of wood or dirt. wood or dirt.

Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Healing Word Protection from Evil and Good Aid
1st-level evocation 1st-level abjuration 2nd-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION 8 hours
COMPONENTS V COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S, M (a tiny strip of white cloth)
consumes)

A creature of your choice that you can see within range regains hit Until the spell ends, one willing creature you touch is protected Your spell bolsters your allies with toughness and resolve. Choose up
points equal to 1d4 + your spellcasting ability modifier. This spell has against certain types of creatures: aberrations, celestials, elementals, to three creatures within range. Each target’s hit point maximum and
no effect on undead or constructs. fey, fiends, and undead. The protection grants several benefits. current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd Creatures of those types have disadvantage on attack rolls against At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases by 1d4 for each slot level above the target. The target also can’t be charmed, frightened, or possessed level or higher, a target’s hit points increase by an additional 5 for
1st. by them. If the target is already charmed, frightened, or possessed by each slot level above 2nd.
such a creature, the target has advantage on any new saving throw
against the relevant effect.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Lesser Restoration Prayer of Healing Protection from Poison


2nd-level abjuration 2nd-level evocation 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 10 minutes CASTING TIME 1 action


RANGE Touch RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

You touch a creature and can end either one disease or one condition Up to six creatures of your choice that you can see within range each You touch a creature. If it is poisoned, you neutralize the poison. If
afflicting it. The condition can be blinded, deafened, paralyzed, or regain hit points equal to 2d8 + your spellcasting ability modifier. This more than one poison afflicts the target, you neutralize on poison
poisoned. spell has no effect on undead or constructs. that you know is present, or you neutralize one at random. For the
At Higher Levels. When you cast this spell using a spell slot of 3rd duration, the target has advantage on saving throws against being
level or higher, the healing increases by 1d8 for each slot level above poisoned, and it has resistance to poison damage.
2nd.

Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Spiritual Weapon Zone of Truth


2nd-level evocation 2nd-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 action


RANGE 60 feet RANGE 60 feet
DURATION 1 minute DURATION 10 minutes
COMPONENTS V, S COMPONENTS V, S

You create a floating, spectral weapon within range that lasts for the You create a magical zone that guards against deception in a 15-foot-
duration or until you cast this spell again. When you cast the spell, radius sphere centered on a point of your choice within range. Until
you can make a melee spell attack against a creature within 5 feet of the spell ends, a creature that enters the spell’s area for the first time
the weapon. On a hit, the target takes force damage equal to 1d8 + on a turn or starts its turn there must make a Charisma saving throw.
your spellcasting ability modifier. As a bonus action on your turn, you On a failed save, a creature can’t speak a deliberate lie while in the
can move the weapon up to 20 feet and repeat the attack against a radius. You know whether each creature succeeds or fails on its
creature within 5 feet of it. The weapon can take whatever form you saving throw.
choose. Clerics of deities who are associated with a particular An affected creature is aware of the spell and can thus avoid
weapon (as St. Cuthbert is known for his mace and Thor for his answering questions to which it would normally respond with a lie.
hammer) make this spell’s effect resemble that weapon. Such creatures can be evasive in its answers as long as it remains
At Higher Levels. When you cast this spell using a spell slot of 3rd within the boundaries of the truth.
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.

Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook


Antitoxin (vial) Backpack Bedroll
Adventuring Gear Adventuring Gear Adventuring Gear

A creature that drinks this vial of liquid gains advantage on A backpack is a leather pack carried on the back, typically
saving throws against poison for 1 hour. It confers no with straps to secure it. A backpack can hold 1 cubic foot/
benefit to undead or constructs. 30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

— Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Blanket Case, Crossbow Bolt Candle


Adventuring Gear Adventuring Gear Adventuring Gear

This wooden case can hold up to twenty crossbow bolts. For 1 hour, a candle sheds bright light in a 5-foot radius and
dim light for an additional 5 feet.

3 lb. Player’s Handbook 1 lb. Player’s Handbook — Player’s Handbook

Clothes, Common Healer’s Kit Potion of Healing


Adventuring Gear Adventuring Gear Adventuring Gear

This kit is a leather pouch containing bandages, salves, and A character who drinks the magical red fluid in this vial
splints. The kit has ten uses. As an action, you can expend regains 2d4 + 2 hit points. Drinking or administering a
one use of the kit to stabilize a creature that has 0 hit potion takes an action.
points, without needing to make a Wisdom (Medicine)
check.

3 lb. Player’s Handbook 3 lb. Player’s Handbook ½ lb. Player’s Handbook


Tent, Two—Person Torch Flask or Tankard
Adventuring Gear Adventuring Gear Adventuring Gear

A simple and portable canvas shelter, a tent sleeps two. A torch burns for 1 hour, providing bright light in a 20-foot
radius and dim light for an additional 20 feet. If you make a
melee attack with a burning torch and hit, it deals 1 fire
damage.

20 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Priest’s Pack Herbalism Kit Studded Leather


Equipment Packs Tools Armor

Includes a backpack, a blanket, 10 candles, a tinderbox, an Proficiency with an herbalism kit allows you to identify plants Made from tough but flexible leather, studded leather is
alms box, 2 blocks of incense, a censer, vestments, 2 days and safely collect their useful elements. reinforced with close-set rivets or spikes.
of rations, and a waterskin. Components. An herbalism kit includes pouches to store
herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

10 lbs. Player’s Handbook 3 lbs. Player’s Handbook 13 lb. Player’s Handbook

Dagger Dagger Crossbow, Hand


Weapons Weapons Weapons

1 lb. Player’s Handbook 1 lb. Player’s Handbook 3 lb. Player’s Handbook


Quarterstaff Crossbow Bolt Cart
Weapons Ammunition Mounts & Vehicles

Crossbow bolts are used with a crossbow to make a ranged


attack.

4 lb. Player’s Handbook 1/20 lb. Player’s Handbook 200 lb. Player’s Handbook

Horse, Riding
Mounts & Vehicles

Speed. 60 ft.
Carrying Capacity. 480 lb.

— Player’s Handbook

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