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Gugidolonias
Gugidolonias
STEALTH DISADVANTAGE
13
+1 Dexterity
Channel Divinity (1/Short Rest).
+1 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Turn Undead (Action—Channel Divinity). Each
MAXIMUM HIT DICE TEMPORARY undead that can see or hear you within 30 feet of
+1 ✘
✘
+3 Wisdom
+4 Charisma
13 2d8 you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1
CONDITIONAL
minute or until it takes any damage.A turned
creature must spend its turns trying to move as far
13 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
CURRENT HIT POINTS reactions. For its action, it can use only the Dash
CONSTITUTION DEATH SAVING THROWS
action or try to escape from an effect that prevents
SAVING THROWS
it from moving. If there’s nowhere to move, the
+1 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature can use the Dodge action.
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION Disciple of Life. Whenever you use a spell of 1st
+1 Animal Handling (Wis)
level or higher to restore hp to a creature, the
13 +1 Arcana (Int) Darkvision creature regains additional hp equal to 2 + the
Resistances. Necrotic spell’s level.
+1 Athletics (Str)
INTELLIGENCE +2 Deception (Cha) Preserve Life (Action—Channel Divinity). You
present your holy symbol and evoke healing energy
+1 ✘ +3 History (Int)
+1 Insight (Wis)
that can restore 10 hp. Choose any creatures within
30 feet of you, and divide those hit points among
them. This feature can restore a creature to no
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS more than half of its hp maximum. You can’t use
13 +1 Investigation (Int) this feature on an undead or a construct.
✘ +3 Medicine (Wis) Born of Aether. You have resistance to necrotic
WISDOM
damage.
+1 Nature (Int)
+1 +1 Perception (Wis)
+2 Performance (Cha)
✘ +4 Persuasion (Cha)
13 ✘ +3 Religion (Int)
+1 Sleight of Hand (Dex)
CHARISMA +1 Stealth (Dex)
+2 +1 Survival (Wis)
SKILLS
14 11 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I connect everything that happens to me to a grand,
cosmic plan.
I am working on a grand philosophical theory and
love sharing my ideas.
PERSONALITY TRAITS
IDEAL
BOND
Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.
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
[Mace] 1 4
[Chain Mail] 1 55
Crossbow, Light 1 5
Priest’s Pack 1 10
[Shield] 1 6
Amulet 1 1
0 0 0 0 0
81 lb / 195 lb 390 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +3 11 3
The world is a brittle thing in the hands of a god. This spell repairs a single break or tear in an object you touch, such as A line of radiant energy 10 feet long and 5 feet wide emanates from
You snap your fingers, generating a thunderclap of sound that can broken chain link, two halves of a broken key, a torn cloak, or a you in a direction you choose. Each creature of your choice within the
be heard up to 100 feet away. You inflict 10 thunder damage to an leaking wineskin. As long as the break or tear is no larger than 1 foot line must succeed on a Constitution saving throw or take 1d8 radiant
unattended object that you can see within range. Even if the object in any dimension, you mend it, leaving no trace of the former damage and have disadvantage on opportunity attacks against you
remains intact, it flings small shards of shrapnel at creatures within 5 damage. This spell can physically repair a magic item or construct, until the end of the turn.
feet of it. Each creature must make a Dexterity saving throw. If they but the spell can’t restore magic to such an object. The spell's damage increases by 1d8 when you reach 5th level
fail, they take 1d4 piercing damage. (2d8), 11th level (3d8), and 17th level (4d8).
This spell’s piercing damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4), and the spell’s
thunder damage also increases by 10 at each of these levels.
Spellcasting (Cleric) The Compendium of Forgotten Secrets Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Blazing Dawn Player’s Companion
You choose a flame that you can see within range and that fits within You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 +
a 5-foot cube. The flame momentarily changes color into a deep Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead
black, and then lashes out at surrounding creatures. Each creature spell ends, the target can roll a d4 and add the number rolled to the or constructs.
within a 5-foot radius of the flame must make a Dexterity saving attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd
throw. The creature takes 1d6 necrotic damage and 2d6 fire damage At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above
on a failed save, or half damage on a successful one. level or higher, you can target one additional creature for each slot 1st.
At Higher Levels. When you cast this spell using a spell slot of 2nd level above 1st.
level or higher, the necrotic damage increases by 1d6 for each slot
level above 1st.
Prepared (Cleric) Dark Arts Player’s Companion Life Domain (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook
Your touch infuses the rage of a threatened kobold into the target. All nonmagical food and drink within a 5-foot-radius sphere centered
The target has advantage on melee weapon attacks until the end of on a point of your choice within range is purified and rendered free
its next turn. In addition, its next successful melee weapon attack of poison and disease.
against a creature larger than itself does an additional 2d8 damage.
Prepared (Cleric) Deep Magic: Dragon Magic Prepared (Cleric) Player’s Handbook
Mace Crossbow, Light
Simple Melee Weapon Simple Ranged Weapon
Includes a backpack, a blanket, 10 candles, a tinderbox, an A shield is made from wood or metal and is carried in one A holy symbol is a representation of a god or pantheon. It
alms box, 2 blocks of incense, a censer, vestments, 2 days hand. Wielding a shield increases your Armor Class by 2. might be an amulet depicting a symbol representing a
of rations, and a waterskin. You can benefit from only one shield at a time. deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.
Many creatures in the worlds of D&D, especially those that You have resistance to necrotic damage. As a conduit for divine power, you can cast cleric spells.
CANTRIPS
dwell underground, have darkvision. Within a specified At 1st level, you know three cantrips of your choice from the cleric spell list.
range, a creature with darkvision can see in darkness as if You learn additional cleric cantrips of your choice at higher levels, as shown in
the darkness were dim light, so areas of darkness are only the Cantrips Known column of the Cleric table.
PREPARING AND CASTING SPELLS
lightly obscured as far as that creature is concerned. The Cleric table shows how many spell slots you have to cast your cleric
However, the creature can’t discern color in darkness, only spells of 1st level and higher. To cast one of these spells, you must expend a
shades of gray. slot of the spell’s level or higher. You regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that are available for you to cast,
choosing from the cleric spell list. When you do so, choose a number of cleric
spells equal to your Wisdom modifier + your cleric level (minimum of one
spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Preparing a new list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells. The power of your
spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for a cleric spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a cleric spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS
You can use a holy symbol as a spellcasting focus for your cleric spells.
Aetherborn Player’s Handbook Aetherborn Plane Shift: Kaladesh Cleric Player’s Handbook
At 2nd level, you gain the ability to channel divine energy As an action, you present your holy symbol and speak a Also starting at 1st level, your healing spells are more
directly from your deity, using that energy to fuel magical prayer censuring the undead. Each undead that can see or effective. Whenever you use a spell of 1st level or higher to
effects. You start with two such effects: Turn Undead and hear you within 30 feet of you must make a Wisdom saving restore hit points to a creature, the creature regains
an effect determined by your domain. Some domains grant throw. If the creature fails its saving throw, it is turned for 1 additional hit points equal to 2 + the spell’s level.
you additional effects as you advance in levels, as noted in minute or until it takes any damage.
the domain description. A turned creature must spend its turns trying to move as
When you use your Channel Divinity, you choose which far away from you as it can, and it can’t willingly move to a
effect to create. You must then finish a short or long rest to space within 30 feet of you. It also can’t take reactions. For
use your Channel Divinity again. its action, it can use only the Dash action or try to escape
Some Channel Divinity effects require saving throws. from an effect that prevents it from moving. If there’s
When you use such an effect from this class, the DC equals nowhere to move, the creature can use the Dodge action.
your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity
twice between rests, and beginning at 18th level, you can
use it three times between rests. When you finish a short
or long rest, you regain your expended uses.
Cleric Player’s Handbook Channel Divinity Player’s Handbook Life Domain Player’s Handbook