ragnar varman

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Level 1 Human Cleric, Twilight Domain 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Ragnar Varman
Noble Chaotic Neutral Kaan Küçük
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Observant. If you can see a creature’s mouth while


STRENGTH Chain Mail 18 it is speaking a language you understand, you can
interpret what it’s saying by reading its lips.You
PROFICIENCY BONUS +2
16
SHIELD
AC have a +5 bonus to your passive Perception and
Shield passive Investigation scores.
N
CIE C

+3 Strength Spellcasting. You can cast cleric spells as rituals. You


Y
PROFI

+3 can prepare 4 spells from the cleric spell list. You


+0 Dexterity
can use a holy symbol as your spellcasting focus.
+2 Constitution ARMOR CLASS
DEXTERITY
+1 Intelligence
Eyes of Night (Action—1/Long Rest). You can
MAXIMUM HIT DICE TEMPORARY magically share the darkvision of this feature with
10 ✘


+5 Wisdom

+2 Charisma
10 1d8 willing creatures you can see within 10 feet of you,
up to 3 creatures. The shared darkvision lasts for 1
CONDITIONAL
hour. You can expend a spell slot of any level to
share it again.
+0
Darkvision. You can see in dim light within 300 feet
CURRENT HIT POINTS of you as if it were bright light, and in darkness as if
CONSTITUTION DEATH SAVING THROWS
it were dim light.
SAVING THROWS

14 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Vigilant Blessing (Action). You give one creature
you touch advantage on the next initiative roll the
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION creature makes. This benefit ends immediately after
+3 Animal Handling (Wis)
the roll or if you use this feature again.
+2 +1 Arcana (Int) Darkvision

+3 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

13 ✘


+3 History (Int)
+5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+3 Medicine (Wis)
WISDOM +1 Nature (Int)

16 ✘ +5 Perception (Wis)
+0 Performance (Cha)
✘ +2 Persuasion (Cha)
+3 ✘ +3 Religion (Int)
+0 Sleight of Hand (Dex)
CHARISMA +0 Stealth (Dex)

10 +3 Survival (Wis)
SKILLS

+0 20 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +2 vs AC 1d8+0 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
Warhammer 5 ft +5 vs AC 1d8+3 bludgeoning
Versatile
Armor Proficiencies. Light Armor, Medium Armor,
Shield, Heavy Armor

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Dragonchess set

Languages. Common, Orc, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Ragnar Varman
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
common people regard them?

IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.

FLAW BACKGROUND STORY

Position of Privilege
Thanks to your noble birth, people are inclined to
think the best of you. You are welcome in high
society, and people assume you have the right to be
wherever you are. The common folk make every
effort to accommodate you and avoid your
displeasure, and other people of high birth treat you
as a member of the same social sphere. You can
secure an audience with a local noble if you need to.

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
Warhammer 1 2
[Shield] 1 6
[Chain Mail] 1 55
Quiver 1 1
Crossbow Bolt 20 1
Emblem 1 —
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
Crossbow, Light 1 5

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

129 lb / 240 lb 480 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 +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Twilight Domain

CANTRIPS Guidance Sacred Flame


Toll the Dead

1ST LEVEL 2 SPELL SLOTS ● Faerie Fire (Always Prepared) ● Guiding Bolt
● Healing Word ● Inflict Wounds ● Sleep (Always Prepared)
Adjust Positioning Alter Arrow’s Fortune Angelic Guardian
Anticipate Weakness Avoid Grievous Injury Bane
Beguiling Gift Bless Cauterizing Flame
Ceremony Command Converse With Dragon
Create or Destroy Water Cure Wounds Deep Breath
Defy Ruin Detect Chaos and Order Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Arm
Flurry Foretell Distraction Freeze Potion
Guiding Hand Helm’s Everwatchful Eye Hobble Mount
Insightful Maneuver Interpret Bone Kobold’s Fury
Light of Lunia Loki’s Gift Machine Speech
Mend Flesh Murmurs of the Restless Pendulum
Protection from Evil and Good Purify Food and Drink Ray of Respite
Sanctuary Seer’s Reaction Shield of Devotion
Shield of Faith Slippery Fingers Speak With Inanimate Object
Stanch Twist the Skein Veil of Shadow
Withered Sight Zen Archery
Guidance Sacred Flame Toll the Dead
Divination Cantrip Evocation Cantrip Necromancy Cantrip

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


RANGE Touch RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target Flame-like radiance descends on a creature that you can see within You point at one creature you can see within range, and the sound of
can roll a d4 and add the number rolled to one ability check of its range. The target must succeed on a Dexterity saving throw or take a dolorous bell fills the air around it for a moment. The target must
choice. It can roll the die before or after making the ability check. The 1d8 radiant damage. The target gains no benefit from cover for this succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
spell then ends. saving throw. The spell’s damage increases by 1d8 when you reach the target is missing any of its hit points, it instead takes 1d12
5th level (2d8), 11th level (3d8), and 17th level (4d8). necrotic damage.
The spell’s damage increases by one die when you reach 5th level
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

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

Faerie Fire Guiding Bolt Healing Word


1st-level evocation 1st-level evocation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V

Each object in a 20-foot cube within range is outlined in blue, green, A flash of light streaks toward a creature of your choice within range. A creature of your choice that you can see within range regains hit
or violet light (your choice). Any creature in the area when the spell is Make a ranged spell attack against the target. On a hit, the target points equal to 1d4 + your spellcasting ability modifier. This spell has
cast is also outlined in light if it fails a Dexterity saving throw. For the takes 4d6 radiant damage, and the next attack roll made against this no effect on undead or constructs.
duration, objects and affected creatures shed dim light in a 10-foot target before the end of your next turn has advantage, thanks to the At Higher Levels. When you cast this spell using a spell slot of 2nd
radius. mystical dim light glittering on the target until then. level or higher, the healing increases by 1d4 for each slot level above
Any attack roll against an affected creature or object has advantage At Higher Levels. When you cast this spell using a spell slot of 2nd 1st.
if the attacker can see it, and the affected creature or object can’t level or higher, the damage increases by 1d6 for each slot level above
benefit from being invisible. 1st.

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

Inflict Wounds Sleep


1st-level necromancy 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 90 feet
DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

Make a melee spell attack against a creature you can reach. On a hit, This spell sends creatures into a magical slumber. Roll 5d8, the total
the target takes 3d10 necrotic damage. is how many hit points of creatures this spell can affect. Creatures
At Higher Levels. When you cast this spell using a spell slot of 2nd within 20 feet of a point you choose within range are affected in
level or higher, the damage increases by 1d10 for each slot level ascending order of their current hit points (ignoring unconscious
above 1st. creatures).
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

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


Crossbow, Light Warhammer
Simple Ranged Weapon Martial Melee Weapon

RANGE 80/320 RANGE 5 ft


ATTACK +2 vs AC ATTACK +5 vs AC
DAMAGE 1d8+0 piercing DAMAGE 1d8+3 bludgeoning
Ammunition, Loading, Two-Handed Versatile
Warhammer Shield Chain Mail
Weapons Armor Armor

A shield is made from wood or metal and is carried in one Made of interlocking metal rings, chain mail includes a
hand. Wielding a shield increases your Armor Class by 2. layer of quilted fabric worn underneath the mail to prevent
You can benefit from only one shield at a time. chafing and to cushion the impact of blows. The suit
includes gauntlets.

2 lb. Player’s Handbook 6 lb. Player’s Handbook 55 lb. Player’s Handbook

Quiver Crossbow Bolt Emblem


Adventuring Gear Ammunition Spellcasting Focus

A quiver can hold up to 20 arrows. Crossbow bolts are used with a crossbow to make a ranged A holy symbol is a representation of a god or pantheon. It
attack. might be an amulet depicting a symbol representing a
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.

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

Backpack Bedroll Mess Kit


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically This tin box contains a cup and simple cutlery. The box
with straps to secure it. A backpack can hold 1 cubic foot/ clamps together, and one side can be used as a cooking pan
30 pounds of gear. and the other as a plate or shallow bowl.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 7 lb. Player’s Handbook 1 lb. Player’s Handbook


Tinderbox Torch Rations (1 day)
Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook

Waterskin Rope, Hempen (50 feet) Crossbow, Light


Adventuring Gear Adventuring Gear Weapons

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook 5 lb. Player’s Handbook
Observant Spellcasting Eyes of Night
Feat Class Feature Archetype Feature

Quick to notice details of your environment, you gain the As a conduit for divine power, you can cast cleric spells. 1st-level Twilight Domain feature
CANTRIPS
following benefits: At 1st level, you know three cantrips of your choice from the cleric spell list. You can see through the deepest gloom. You have
• Increase your Intelligence or Wisdom score by 1, to a You learn additional cleric cantrips of your choice at higher levels, as shown in darkvision out to a range of 300 feet. In that radius, you can
maximum of 20. the Cantrips Known column of the Cleric table. see in dim light as if it were bright light and in darkness as if
PREPARING AND CASTING SPELLS
• If you can see a creature’s mouth while it is speaking a The Cleric table shows how many spell slots you have to cast your cleric it were dim light.
language you understand, you can interpret what it’s saying spells of 1st level and higher. To cast one of these spells, you must expend a As an action, you can magically share the darkvision of
by reading its lips. slot of the spell’s level or higher. You regain all expended spell slots when you this feature with willing creatures you can see within 10
• You have a +5 bonus to your passive Wisdom finish a long rest. feet of you, up to a number of creatures equal to your
You prepare the list of cleric spells that are available for you to cast,
(Perception) and passive Intelligence (Investigation) scores. choosing from the cleric spell list. When you do so, choose a number of cleric Wisdom modifier (minimum of one creature). The shared
spells equal to your Wisdom modifier + your cleric level (minimum of one darkvision lasts for 1 hour. Once you share it, you can’t do
spell). The spells must be of a level for which you have spell slots. so again until you finish a long rest, unless you expend a
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 spell slot of any level to share it again.
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.

Human Variant Player’s Handbook Cleric Player’s Handbook Twilight Domain Tasha’s Cauldron of Everything

Darkvision Vigilant Blessing


Vision Archetype Feature

Many creatures in the worlds of D&D, especially those that 1st-level Twilight Domain feature
dwell underground, have darkvision. Within a specified The night has taught you to be vigilant. As an action, you
range, a creature with darkvision can see in darkness as if give one creature you touch (including possibly yourself)
the darkness were dim light, so areas of darkness are only advantage on the next initiative roll the creature makes.
lightly obscured as far as that creature is concerned. This benefit ends immediately after the roll or if you use
However, the creature can’t discern color in darkness, only this feature again.
shades of gray.

Eyes of Night Player’s Handbook Twilight Domain Tasha’s Cauldron of Everything

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