Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Level 5 Shadar-Kai Cleric, Grave Domain 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Leo
Archaeologist Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Unarmored (12) 12 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
11
SHIELD
AC
Spellcasting. You can cast cleric spells as rituals. You
N
CIE C
can prepare 9 spells from the cleric spell list. You
+0 Strength can use a holy symbol as your spellcasting focus.
Y
PROFI

+0
+2 Dexterity
Grave Domain. Gods of the grave watch over the
+3 Constitution ARMOR CLASS line between life and death. To these deities, death
DEXTERITY
+2 Intelligence
and the afterlife are a foundational part of the
MAXIMUM HIT DICE TEMPORARY multiverse. To desecrate the peace of the dead is an
15 ✘


+7 Wisdom

+3 Charisma
42 5d8 abomination.

CONDITIONAL
Channel Divinity (1/Short Rest).
+2 Turn Undead (Action—Channel Divinity). Each
undead that can see or hear you within 30 feet of
CURRENT HIT POINTS you must make a Wisdom saving throw. If the
CONSTITUTION DEATH SAVING THROWS
creature fails its saving throw, it is turned for 1
SAVING THROWS
minute or until it takes any damage.A turned
17 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION to a space within 30 feet of you. It also can’t take
+4 Animal Handling (Wis)
reactions. For its action, it can use only the Dash
+3 +2 Arcana (Int) Darkvision action or try to escape from an effect that prevents
Resistances. Necrotic it from moving. If there’s nowhere to move, the
+0 Athletics (Str)
creature can use the Dodge action.
INTELLIGENCE +0 Deception (Cha)
Destroy Undead. When an undead of CR 1/2 or
15 ✘ +5 History (Int)
+4 Insight (Wis)
lower fails its saving throw against your Turn
Undead feature, the creature is instantly destroyed.
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Domain Spells.
+2 +2 Investigation (Int)
Fey Ancestry. Advantage on saving throws against Circle of Mortality. When rolling dice to restore HP
✘ +7 Medicine (Wis)
being charmed, and magic can’t put you to sleep. with a spell, to a creature at 0HP, instead use the
WISDOM +2 Nature (Int) highest number possible for each die. Your spare
the dying cantrip, has a range of 30ft and is a bonus
18 ✘ +7 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 action.
+0 Performance (Cha) hours a day.
Eyes of the Grave. 4 times per long rest, as an
+0 Persuasion (Cha)
+4 Necrotic Resistance. You have resistance to action you know the location of any undead within
✘ +5 Religion (Int) necrotic damage. 60 feet of you that isn’t behind total cover and that
isn’t protected from divination magic.
+2 Sleight of Hand (Dex)
CHARISMA Blessing of the Raven Queen (1/Short Rest). As a
+2 Stealth (Dex) bonus action, you can magically teleport up to 30 Path to the Grave (Action—Channel Divinity).
Choose one creature you can see within 30ft, and
10 ✘ +7 Survival (Wis) feet to an unoccupied space you can see. You also
gain resistance to all damage when you teleport curse it until the end of your next turn. The next
SKILLS time you or an ally of yours hits the cursed creature
using this trait. The resistance lasts until the start
of your next turn. During that time, you appear with an attack, the creature has vulnerability to all
+0 17 PASSIVE PERCEPTION ghostly and translucent. of that attack's damage, and then the curse ends.

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Cartographer’s tools

Languages. Common, Elvish, Undercommon

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Leo
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains -their bones, their
ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the
world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of
monarchs and high priests, wars and cataclysms.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Historical Knowledge
When you enter a ruin or dungeon, you can correctly
ascertain its original purpose and determine its
builders, whether those were dwarves, elves,
humans, yuan-ti, or some other known race. In
addition, you can determine the monetary value of
art objects more than a century old.

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

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

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, Grave Domain

CANTRIPS Guidance Mending


Sacred Flame Spare the Dying Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Bane (Always Prepared) ● False Life (Always Prepared)
Bless Ceremony Command
Create or Destroy Water Cure Wounds Detect Evil and Good
Detect Magic Detect Poison and Disease Guiding Bolt
Guiding Hand Healing Word Inflict Wounds
Protection from Evil and Good Purify Food and Drink Sanctuary
Shield of Faith

2ND LEVEL 3 SPELL SLOTS ● Gentle Repose (Always Prepared) ● Ray of Enfeeblement (Always Prepared)
Aid Augury Blindness/Deafness
Calm Emotions Continual Flame Enhance Ability
Find Traps Hold Person Lesser Restoration
Locate Object Prayer of Healing Protection from Poison
Silence Spiritual Weapon Warding Bond
Zone of Truth

3RD LEVEL 2 SPELL SLOTS ● Revivify (Always Prepared) ● Vampiric Touch (Always Prepared)
Animate Dead Beacon of Hope Bestow Curse
Clairvoyance Create Food and Water Daylight
Dispel Magic Fast Friends Feign Death
Glyph of Warding Incite Greed Life Transference
Magic Circle Mass Healing Word Meld into Stone
Motivational Speech Protection from Energy Remove Curse
Sending Speak with Dead Spirit Guardians
Spirit Shroud Tongues Water Walk
Guidance Mending Sacred Flame
Divination Cantrip Transmutation Cantrip Evocation Cantrip

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


RANGE Touch RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target This spell repairs a single break or tear in an object you touch, such as Flame-like radiance descends on a creature that you can see within
can roll a d4 and add the number rolled to one ability check of its broken chain link, two halves of a broken key, a torn cloak, or a range. The target must succeed on a Dexterity saving throw or take
choice. It can roll the die before or after making the ability check. The leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 radiant damage. The target gains no benefit from cover for this
spell then ends. in any dimension, you mend it, leaving no trace of the former saving throw. The spell’s damage increases by 1d8 when you reach
damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8).
but the spell can’t restore magic to such an object.

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

Spare the Dying Toll the Dead Bane


Necromancy Cantrip Necromancy Cantrip 1st-level enchantment

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


RANGE Touch RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a drop of blood)

You touch a living creature that has 0 hit points. The creature You point at one creature you can see within range, and the sound of Up to three creatures of your choice that you can see within range
becomes stable. This spell has no effect on undead or constructs. a dolorous bell fills the air around it for a moment. The target must must make Charisma saving throws. Whenever a target that fails this
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If saving throw makes an attack roll or a saving throw before the spell
the target is missing any of its hit points, it instead takes 1d12 ends, the target must roll a d4 and subtract the number rolled from
necrotic damage. the attack roll or saving throw.
The spell’s damage increases by one die when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). level or higher, you can target one additional creature for each slot
level above 1st.

Circle of Mortality (Cleric) Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything Domain Spells (Cleric) Player’s Handbook

False Life Gentle Repose Ray of Enfeeblement


1st-level necromancy 2nd-level necromancy (ritual) 2nd-level necromancy

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


RANGE Self RANGE Touch RANGE 60 feet
DURATION 1 hour DURATION 10 days DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S, M (a pinch of salt and one copper piece placed on each of the COMPONENTS V, S
corpse’s eyes, which must remain there for the duration)

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You touch a corpse or other remains. For the duration, the target is A black beam of enervating energy springs from your finger toward a
+ 4 temporary hit points for the duration. protected from decay and can’t become undead. The spell also creature within range. Make a ranged spell attack against the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd effectively extends the time limit on raising the target from the dead, On a hit, the target deals only half damage with weapon attacks that
level or higher, you gain 5 additional temporary hit points for each since days spent under the influence of this spell don’t count against use Strength until the spell ends. At the end of each of the target’s
slot level above 1st. the time limit of spells such as raise dead. turns, it can make a Constitution saving throw against the spell. On a
success, the spell ends.

Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Revivify Vampiric Touch
3rd-level necromancy 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE Self
DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes) COMPONENTS V, S

You touch a creature that has died within the last minute. That The touch of your shadow-wreathed hand can siphon force from
creature returns to life with 1 hit point. This spell can’t return to life a others to heal your wounds. Make a melee spell attack against a
creature that has died of old age, nor can it restore any missing body creature within your reach. On a hit, the target takes 3d6 necrotic
parts. damage, and you regain hit points equal to half the amount of
necrotic damage dealt. Until the spell ends, you can make the attack
again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for each slot level above
3rd.

Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook

You might also like