LVL1 Cleric Life

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Cleric (1) Life Domain Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME

Eladrin
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 30
12 2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

1 PERSONALITY TRAITS

Hit Point Maximum


1 Strength
DEXTERITY

14
2

2
Dexterity
Constitution
10
CURRENT HIT POINTS IDEALS
0 Intelligence
2 ● 6 Wisdom
● 3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14
2 Acrobatics (Dex) Total SUCCESSES
2 Animal Handling (Wis)
4
1D8 FAILURES
0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 1 Athletics (Str)

10 1

0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Mace +3 1d6+1 DISCIPLE OF LIFE


0 ● 6 Insight (Wis)
Also starting at 1st level, your
1 Intimidation (Cha) Shortbow +4 1d6+2 healing spells are more
WISDOM 0 Investigation (Int)
effective. Whenever you use
● 6 Medicine (Wis)
18 0 Nature (Int)
a spell of 1st level or higher
Mace: 1d6 Bludgeoning to restore hit points to a
● 6 Perception (Wis)
4 creature, the creature regains
1 Performance (Cha)
Shortbow: 1d6 Piercing, additional hit points equal to 2
● 3 Persuasion (Cha)
CHARISMA two-handed, range (80/320) + the spell's level.
● 2 Religion (Int)
12 2 Sleight of Hand (Dex)
2 Stealth (Dex)
1 4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

16 PASSIVE WISDOM (PERCEPTION)


Holy symbol
CP

SP
Stick of Incense (5)
All Armor, Shields
Mace
EP
Simple Weapons
Shortbow
GP 15
Priest's pack
PP
Shield

Hide Armor
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

BACKGROUND FEATURE: SHELTER OF THE FAITHFUL


As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and
Rolled for stats your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith,
though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a
modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the
temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple,
You can change your list of you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your
temple.
prepared spells when you DARKVISION. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors
in that darkness only as shades of gray.
finish a long rest. Preparing a FEY ANCESTRY. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
FEY STEP. As a bonus action , you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number
new list of cleric spells of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals
requires time spent in prayer 8 + your proficiency bonus + Wisdom modifier:
*Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on
a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
and meditation: at least 1 *Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on
a Wisdom saving throw or be frightened of you until the end of your next turn.
minute per spell level for each *Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you,
appearing in an unoccupied space of your choice that you can see within 30 feet of you.
spell on your list. You may *Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage
equal to your proficiency bonus.
prepare spells equal to your TRANCE. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a
trancelike meditation, during which you retain consciousness.
cleric level + Wis modifier Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a
weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing
them from shared elven memory, and you retain them until you finish your next long rest. You also may chance your season after trance.
FEAT:MAGIC INITIATE DRUID, You learn the Goodberry spell, you may cast it once per long rest without using a spell slot

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Wis 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Sacred Flame
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

● Bless

● Cure wounds
4
● Goodberry
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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