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Sun Domain Cleric 2 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


ALEEA
Aasimar Lawful Good 300
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 19 1 30 I am tolerant (or intolerant) of other faiths

3
and respect (or condemn) the worship of
2 PROFICIENCY BONUS
other gods.

16 PERSONALITY TRAITS
Hit Point Maximum 17
3 Strength
DEXTERITY 1 Dexterity
Tradition. The ancient traditions of worship

1
CURRENT HIT POINTS
2 Constitution
and sacrifice must be preserved and
-1 Intelligence
upheld. (Lawful)
12 6 Wisdom
2 Charisma IDEALS
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2 1 Acrobatics (Dex)
2 I will do anything to protect the temple
where I served.

14 4 Animal Handling (…
-1 Arcana (Int) BONDS
INTELLIGENCE 5 Athletics (Str)

-1
0 NAME ATK DAMAGE/TYPE
Deception (Cha)
-1 I am inflexible in my thinking. I will always
History (Int)
Longsword +5 1d8+3 Slashing
use a Longsword as a melee weapon. I will
6
8 Insight (Wis)
always wield a shield if not strictly
0 Intimidation (Cha) Javelin +5 1d6+3 Piercing
necessary
-1 Investigation (Int)
WISDOM
6 Medicine (Wis) Guiding Bolt +6 4d6 Radiant FLAWS

4 -1
6
Nature (Int)
Perception (Wis)
Healing Word 1d4+4 Healing
18 0 Performance (Cha) Celestial Resistance
Sacred Flame DC14 1d8 Radiant
0 Persuasion (Cha) Light Bearer
CHARISMA
1 Religion (Int)
Word of Radi… DC14 1d6 Radiant Healing Hands

0 1
1
Sleight of Hand (…
Stealth (Dex) Green-Flame… 4 Fire
Darkvision

Languages, Movement and Size


10 4 Survival (Wis)
Shelter of the Faithful
ATTACKS & SPELLCASTING
SKILLS
Spellcasting

Ritual Casting
30
16 PASSIVE WISDOM (PERCEPTION)
CP SP EP GP PP Divine Domain: Sun Domain

Domain Spells: Sun Domain


1 Splint Armor
LANGUAGE: Abyssal, Celestial, Common, Forbidden Spells
1 Shield
Infernal Alignment Restrictions
1 Longsword
ARMOR: Heavy Armor, Light Armor, Medium
Bonus Cantrip
1 Javelin
Armor, Shields
1 Magical Holy Symbol of Ixion Bonus Proficiencies
WEAPON: Greatsword, Longsword, Shortsword,
1 Prayer Book Speed of Sunlight
Simple weapons
5 Stick of Incense Channel Divinity
OTHER PROFICIENCIES & LANGUAGES
EQUIPMENT Channel Divinity: Turn Undead

Harness Divine Power

Channel Divinity: Divine Radiance

Magical Holy Symbol of Ixion

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 1 Total: 1
CP SP EP GP PP

Divine Favor 1d4 Radiant


1 1
1 Vestments CHANNEL DIVINITY HEALING HANDS

Searing Smite 1d6 Fire 1 Belt Pouch


1 Priest's Pack Total: Total: 4
Healing Hands 2d4 Healing 1 Common clothes
4
1 alms box SPEED OF SUNLIGHT
2 block of incense
1 censer
Total: Total: 1
1 vestments
1 Backpack
1
HARNESS DIVINE
1 Blanket
POWER
ATTACKS & SPELLCASTING
10 Candle
1 Tinderbox Total: Total: 1
2 Rations 1
1 Waterskin MAGICAL HOLY
SYMBOL OF IXION

Total: Total:

Total: Total:

EQUIPMENT
WISDOM 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Word of Radiance

Sacred Flame

Guidance
4 0 7 0

Light

Green-Flame Blade
5 0 8 0

1 3
9 0
Divine Favor

Searing Smite

Shield of Faith

Guiding Bolt

Healing Word

Sanctuary

Protection from Evil and Good

Bless

2 0
FEATURES & TRAITS
Celestial Resistance Spellcasting Domain Spells: Sun Domain
You have resistance to necrotic damage and radiant As a conduit for divine power, you can cast cleric Each domain has a list of spells-its domain spells
damage. spells. Cantrips At 1st level, you know three that you gain at the cleric levels noted in the
cantrips of your choice from the cleric spell list. domain description. Once you gain a domain spell,
Light Bearer You learn additional cleric cantrips of your choice you always have it prepared, and it doesn't count
You know the Light cantrip. Charisma is your at higher levels, as shown in the Cantrips Known against the number of spells you can prepare each
spellcasting ability for it. column of the Cleric table. Spell Slots The Cleric day. If you have a domain spell that doesn't appear
table shows how many spell slots you have to cast on the cleric spell list, the spell is nonetheless a
Healing Hands
your cleric spells of 1st level and higher. To cast cleric spell for you. Sun Domain Spells: Cleric
As an action, you can touch a creature and roll a
one of these spells, you must expend a slot of the Level Spells 1st Searing Smite, Divine Favor 3rd
number of d4s equal to your proficiency bonus. The
spell's level or higher. You regain all expended spell Flaming Sphere, Scorching Ray 5th Haste, Fireball
creature regains a number of hit points equal to the
slots when you finish a long rest. You prepare the 7th Fire Shield (warm shield only), Aura of Life 9th
total rolled. Once you use this trait, you can’t use it
list of cleric spells that are available for you to cast, Dawn, Wall of Light
again until you finish a long rest.
choosing from the cleric spell list. When you do so,
choose a number of cleric spells equal to your Forbidden Spells
Darkvision
Wisdom modifier + your cleric level (minimum of Certain Cleric Spells from the School of
Thanks to your celestial heritage, you have superior
one spell). The spells must be of a level for which Necromancy are forbidden to use Necromancy
vision in dim and dark conditions. You can see in
you have spell slots. For example, if you are a 3rd- Forbidden Spells Cleric Level Spells Cantrips:
dim light within 60 feet of you as if it were bright
level cleric, you have four 1st-level and two 2nd- Decompose, Toll the Dead 1st Inflict Wounds 3rd
light, and in darkness as if it were dim light. You
level spell slots. With a Wisdom of 16, your list of Animate Dead, Bestow Curse, Life Transference,
can't discern color in darkness, only shades of gray.
prepared spells can include six spells of 1st or 2nd Spirit Shroud 4th Contagion 6th Level Create
Languages, Movement and Size level, in any combination. If you prepare the 1st- Undead And in any case, Sun Domain Clerics
You can speak, read and write Common and level spell Cure Wounds, you can cast it using a cannot use NON-Clerical spells of the School of
Celestial. Aasimar are built like well proportioned 1st-level or 2nd-level slot. Casting the spell doesn't Necromancy or even magical items that replicate
humans. Your size is medium. Your base walking remove it from your list of prepared spells. You can such spells or the Clerical forbidden spells from the
speed is 30 feet. change your list of prepared spells when you finish Necromacy School
a long rest. Preparing a new list of cleric spells
Shelter of the Faithful Alignment Restrictions
requires time spent in prayer and meditation: at
As an acolyte, you command the respect of those Clerics of the Sun Domain can choose only certain
least 1 minute per spell level for each spell on your
who share your faith, and you can perform the Alignments: - Lawful Good - Neutral Good -
list. Spellcasting Ability Wisdom is your
religious ceremonies of your deity. You and your Chaotic Good - Lawful Neutral
spellcasting ability for your cleric spells. The power
adventuring companions can expect to receive free of your spells comes from your devotion to your Bonus Cantrip
healing and care at a temple, shrine, or other deity. You use your Wisdom whenever a cleric spell You Learn the cantrip: Green-Flame It counts as a
established presence of your faith, though you must refers to your spellcasting ability. In addition, you Cleric Spell and Wisdom if your spellcasting ability
provide any material components needed for spells. use your Wisdom modifier when setting the saving for it. It can be used only on Shortswords,
Those who share your religion will support you throw DC for a cleric spell you cast and when Longswords, Greatswords, Spears and Javelins The
(but only you) at a modest lifestyle. You might also making an attack roll with one. Spell save DC = 8 + so generated flame's color is golden-red
have ties to a specific temple dedicated to your your proficiency bonus + your Wisdom modifier
chosen deity or pantheon, and you have a residence Spell attack modifier = your proficiency bonus + Bonus Proficiencies
there. This could be the temple where you used to your Wisdom modifier At 1st level, you gain proficiency with, heavy
serve, or a temple where you have found a new armor, shortsword, longsword, greatsword and
home. While near your temple, you can call upon Ritual Casting Athletics Skill
the priests for assistance, provided the assistance You can cast a cleric spell as a ritual if that spell
you ask for is not hazardous and you remain in has the ritual tag and you have the spell prepared. Speed of Sunlight
good standing with your temple. From 1st level, your god delivers bolts of
Divine Domain: Sun Domain inspiration to you while you are engaged in battle
At 1st level, you choose a domain shaped by your making your attacks swift and deadly. When you
choice of Deity and the gifts they grant you. Your use the Attack action, you can make one weapon
choice grants you domain spells and other features attack as a bonus action. You can use this feature a
when you choose it at 1st level. It also grants you number of times equal to your Wisdom modifier (a
additional ways to use Channel Divinity when you minimum of once). You regain all expended uses
gain that feature at 2nd level, and additional when you finish a long rest.
benefits at 6th, 8th, and 17th levels.
Channel Divinity Channel Divinity: Turn Undead
At 2nd level, you gain the ability to channel divine As an action, you present your holy sym⁠bol and Channel Divinity: Divine Radiance

energy directly from your deity, using that energy speak a prayer censuring the Undead. Each Undead Starting at 2nd level, you can use your Channel

to fuel magical effects. You start with two such that can see or hear you within 30 feet of you must Divinity to channel the power of the sun to make

effects: Turn Undead and an effect determined by make a Wisdom saving throw. If the creature fails your spells burn brighter and more fiercely than

your domain. Some domains grant you additional its saving throw, it is turned for 1 minute or until it ever before. When you roll fire or radiant damage,

effects as you advance in levels, as noted in the takes any damage. A turned creature must spend its you can use your Channel Divinity to deal

domain description. When you use your Channel turns trying to move as far away from you as it can, maximum damage instead of rolling. If a single

Divinity, you choose which effect to create. You and it can’t willingly move to a space within 30 feet source cause both radiant and fire damage you can

must then finish a short or long rest to use your of you. It also can’t take reactions. For its action, it maximize both

Channel Divinity again. Some Channel Divinity can use only the Dash action or try to escape from
Magical Holy Symbol of Ixion
effects require saving throws. When you use such an effect that prevents it from moving. If there’s
This Magical Holy Symbol can be used as a
an effect from this class, the DC equals your cleric nowhere to move, the creature can use the Dodge
Spellcasting Focus ( for Cleric and/or Cleric spell )
spell save DC. Beginning at 6th level, you can use action.
In addition 1/day allows you to recover 1 slot of
your Channel Divinity twice between rests, and
Harness Divine Power Class ability ( Cleric or Paladin ) normally usable
beginning at 18th level. you can use it three times
At 2nd level, you can expend a use of your Channel only for limited times for long rest ( such as Speed
between rests. When you finish a short or long rest,
Divinity to fuel your spells. As a bonus action, you of Sunlight or Harness Divine Power or Divine
you regain your expended uses.
touch your holy symbol, utter a prayer, and regain Sense, and so on). Can be used only by followers of
one expended spell slot, the level of which can be Ixion When used in such a way you suffer +1 level
no higher than half your proficiency bonus of Exhaustion
(rounded up). The number of times you can use this
feature is based on the level you've reached in this
class: 2nd level, once; 6th level, twice; and 18th
level, thrice. You regain all expended uses when
you finish a long rest.
SPELLS
Word of Radiance Light Searing Smite
Evocation cantrip Evocation cantrip Evocation 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 bonus action
Range: 5 feet Range: Touch Range: Self
Target: Each creature of your choice that you can Target: One object that is no larger than 10 feet in Target: Creature Hit by my melee weapon
see within range any dimension Components: V
Components: V M Components: V M Duration: ConcentrationConcentration, up to 1
Duration: Each creature of your choice that you Duration: 1 hour minute
can see within range Description: Description:
Description: You touch one object that is no larger than 10 feet The next time you hit a creature with a melee
You utter a divine word, and burning radiance in any dimension. Until the spell ends, the object weapon attack during the spell’s duration, your
erupts from you. Each creature of your choice that sheds bright light in a 20-foot radius and dim light weapon flares with white-hot intensity, and the
you can see within range must succeed on a for an additional 20 feet. The light can be colored attack deals an extra 1d6 fire damage to the target
Constitution saving throw or take 1d6 radiant as you like. Completely covering the object with and causes the target to ignite in flames. At the start
damage something opaque blocks the light. The spell ends of each of its turns until the spell ends, the target
if you cast it again or dismiss it as an action. If you must make a Constitution saving throw. On a failed
Sacred Flame target an object held or worn by a hostile creature, save, it takes 1d6 fire damage. On a successful
Evocation cantrip that creature must succeed on a Dexterity saving save, the spells ends. If the target or a creature
Casting Time: 1 action throw to avoid the spell. within 5 feet of it uses an action to put out the
Range: 60 feet flames, or if some other effect douses the flames
Target: A creature that you can see within range Green-Flame Blade (such as the target being submerged in water), the
Components: V S Illusion cantrip spell ends.
Duration: Instantaneous Casting Time: 1 action At Higher Levels: When you cast this spell using a
Description: Range: Self (5-foot radius) spell slot of 2nd level or higher, the initial extra
Flame-like radiance descends on a creature that you Target: damage dealt by the attack increases by 1d6 for
can see within range. The target must succeed on a Components: S M each slot.
Dexterity saving throw or take 1d8 radiant damage. Duration: Instantaneous
The target gains no benefit from cover for this Description: Shield of Faith
saving throw. You brandish the weapon used in the spell’s casting Abjuration 1
and make a melee attack with it against one Casting Time: 1 bonus action
Guidance creature within 5 feet of you. On a hit, the target Range: 60 feet
Divination cantrip suffers the weapon attack’s normal effects, and you Target: A creature of your choice within range
Casting Time: 1 action can cause green fire to leap from the target to a Components: V S M
Range: Touch different creature of your choice that you can see Duration: ConcentrationUp to 10 minutes
Target: One willing creature within 5 feet of it. The second creature takes fire Description:
Components: V S damage equal to your spellcasting ability modifier. A shimmering field appears and surrounds a
Duration: ConcentrationUp to 1 minute At Higher Levels: At 5th level, the melee attack creature of your choice within range, granting it a
Description: deals an extra 1d8 fire damage to the target on a hit, +2 bonus to AC for the duration.
You touch one willing creature. Once before the and the fire damage to the second creature
spell ends, the target can roll a d4 and add the increases to 1d8 + your spellcasting ability Guiding Bolt
number rolled to one ability check of its choice. It modifier. Both damage rolls increase by 1d8 at 11th Evocation 1
can roll the die before or after making the ability level (2d8 and 2d8) and 17th level (3d8 and 3d8). Casting Time: 1 action
check. The spell then ends. Range: 120 feet
Divine Favor Target: A creature of your choice within range
Evocation 1 Components: V S
Casting Time: 1 bonus action Duration: 1 round
Range: Self Description:
Target: Self A flash of light streaks toward a creature of your
Components: V S choice within range. Make a ranged spell attack
Duration: ConcentrationUp to 1 minute against the target. On a hit, the target takes 4d6
Description: radiant damage, and the next attack roll made
Your prayer empowers you with divine radiance. against this target before the end of your next turn
Until the spell ends, your weapon attacks deal an has advantage, thanks to the mystical dim light
extra 1d4 radiant damage on a hit. glittering on the target until then.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
Healing Word Bless
Evocation 1 Protection from Evil and Good Enchantment 1
Casting Time: 1 bonus action Abjuration 1 Casting Time: 1 action
Range: 60 feet Casting Time: 1 action Range: 30 feet
Target: A creature of your choice that you can see Range: Touch Target: Up to three creatures of your choice within
within range Target: One willing creature you touch range
Components: V Components: V S M Components: V S M
Duration: Instantaneous Duration: ConcentrationUp to 10 minutes Duration: ConcentrationUp to 1 minute
Description: Description: Description:
A creature of your choice that you can see within Until the spell ends, one willing creature you touch You bless up to three creatures of your choice
range regains hit points equal to 1d4 + your is protected against certain types of creatures: within range. Whenever a target makes an attack
spellcasting ability modifier. This spell has no aberrations, celestials, elementals, fey, fiends, and roll or a saving throw before the spell ends, the
effect on undead or constructs. undead. The protection grants several benefits. target can roll a d4 and add the number rolled to the
At Higher Levels: When you cast this spell using a Creatures of those types have disadvantage on attack roll or saving throw.
spell slot of 2nd level or higher, the Healing attack rolls against the target. The target also can’t At Higher Levels: When you cast this spell using a
increases by 1d4 for each slot level above 1st. be charmed, frightened, or possessed by them. If spell slot of 2nd level or higher, you can target one
the target is already charmed, frightened, or additional creature for each slot level above 1st.
Sanctuary possessed by such a creature, the target has
Abjuration 1 advantage on any new saving throw against the
Casting Time: 1 bonus action relevant effect.
Range: 30 feet
Target: A creature within range
Components: V S M
Duration: 1 minute
Description:
You ward a creature within range against attack.
Until the spell ends, any creature who targets the
warded creature with an attack or a harmful spell
must first make a Wisdom saving throw. On a failed
save, the creature must choose a new target or lose
the attack or spell. This spell doesn’t protect the
warded creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.

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