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Level 1 Human Cleric, Grave Domain 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Theodorus "Théo" Xenou
Acolyte Neutral Good Guilherme
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR War Caster. You have advantage on Constitution


STRENGTH Breastplate 18 saving throws that you make to maintain your
concentration on a spell when you take damage.You
PROFICIENCY BONUS +2
10
SHIELD
AC can perform the somatic components of spells even
Shield when you have weapons or a shield in one or both
N
CIE C
hands.When a hostile creature’s movement
+0 Strength provokes an opportunity attack from you, you can
Y
PROFI

+0 use your reaction to cast a spell at the creature,


+2 Dexterity
rather than making an opportunity attack. The spell
+1 Constitution ARMOR CLASS must have a casting time of 1 action and must
DEXTERITY
+0 Intelligence
target only that creature.
MAXIMUM HIT DICE TEMPORARY

14 ✘


+5 Wisdom

+3 Charisma
9 1d8 Spellcasting. You can cast cleric spells as rituals. You
can prepare 4 spells from the cleric spell list. You
CONDITIONAL
can use a holy symbol as your spellcasting focus.
+2 Grave Domain. Gods of the grave watch over the
line between life and death. To these deities, death
CURRENT HIT POINTS and the afterlife are a foundational part of the
CONSTITUTION DEATH SAVING THROWS
multiverse. To desecrate the peace of the dead is an
SAVING THROWS
abomination.
12 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Domain Spells.
Y
PROFI

RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


Circle of Mortality. When rolling dice to restore HP
+1 +0 Arcana (Int) with a spell, to a creature at 0HP, instead use the
highest number possible for each die. Your spare
+0 Athletics (Str)
the dying cantrip, has a range of 30ft and is a bonus
INTELLIGENCE +1 Deception (Cha) action.

10 ✘
+0 History (Int)
+5 Insight (Wis)
Eyes of the Grave. 3 times per long rest, as an
action you know the location of any undead within
60 feet of you that isn’t behind total cover and that
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS isn’t protected from divination magic.
+0 +0 Investigation (Int)
✘ +5 Medicine (Wis)
WISDOM +0 Nature (Int)

16 +3 Perception (Wis)
+1 Performance (Cha)
✘ +3 Persuasion (Cha)
+3 ✘ +2 Religion (Int)
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

12 +3 Survival (Wis)
SKILLS

+1 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Mace 5 ft +2 vs AC 1d6+0 bludgeoning

FEATURES & TRAITS


Crossbow, Light 80/320 +4 vs AC 1d8+2 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. Light Armor, Medium Armor,
Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Common, Sylvan, Giant, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 31 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Theodorus "Théo" Xenou Brown White Short
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I can find common ground between the fiercest thing as channeling divine power.
enemies, empathizing with them and always working
toward peace. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
I am tolerant (or intolerant) of other faiths and
respect (or condemn) the worship of other gods. your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.

Charity. I always try to help those in need, no matter


what the personal cost. (Good)

IDEAL

Everything I do is for the common people.

BOND

I am inflexible in my thinking.

FLAW BACKGROUND STORY

Shelter of the Faithful Inspiration: X


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 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 call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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
[Shield] 1 6
[Mace] 1 4
Crossbow, Light 1 5
Crossbow Bolt 10 .5
Donkey 1 —
Oil (flask) 2 2
Painter’s Supplies 1 5
[Breastplate] 1 20
Dagger 1 1
Backpack 1 5
Blanket 1 3
Candle 5 —
Tinderbox 1 1
Waterskin 1 5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 177 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

61.5 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

Mula (Kóre) #2
STORED ITEM # lb. STORED ITEM # lb.
Bedroll 1 7
Pole (10—foot) 1 7
Healer’s Kit 1 3
Torch 3 3
Flask or Tankard 1 1
Hunting Trap 1 25
Rope, Hempen (50 feet) 2 20
Shovel 1 5
Tent, Two—Person 1 20
Rations (1 day) 6 12
STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
*** Recursos: posses de até 500 gp.
*** Técnicas: Proficiência em ferramenta (Painter's Supplies)

NOTES NOTES

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, Grave Domain

CANTRIPS Guidance Light


Spare the Dying Toll the Dead

1ST LEVEL 2 SPELL SLOTS ● Bane (Always Prepared) ● Cure Wounds


● False Life (Always Prepared) ● Healing Word ● Inflict Wounds
● Shield of Faith Bless Ceremony
Command Create or Destroy Water Detect Evil and Good
Detect Magic Detect Poison and Disease Guiding Bolt
Protection from Evil and Good Purify Food and Drink Sanctuary
Guidance Light Spare the Dying
Divination Cantrip Evocation Cantrip Necromancy Cantrip

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


RANGE Touch RANGE Touch RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target You touch one object that is no larger than 10 feet in any dimension. You touch a living creature that has 0 hit points. The creature
can roll a d4 and add the number rolled to one ability check of its Until the spell ends, the object sheds bright light in a 20-foot radius becomes stable. This spell has no effect on undead or constructs.
choice. It can roll the die before or after making the ability check. The and dim light for an additional 20 feet. The light can be colored as
spell then ends. you like. Completely covering the object with something opaque
blocks the light. The spell ends if you cast it again or dismiss it as an
action.
If you target an object held or worn by a hostile creature, that
creature must succeed on a Dexterity saving throw to avoid the spell.

Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Circle of Mortality (Cleric) Player’s Handbook

Toll the Dead Bane Cure Wounds


Necromancy Cantrip 1st-level enchantment 1st-level evocation

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


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

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 A creature you touch regains a number of hit points equal to 1d8 +
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 your spellcasting ability modifier. This spell has no effect on undead
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 or constructs.
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 At Higher Levels. When you cast this spell using a spell slot of 2nd
necrotic damage. the attack roll or saving throw. level or higher, the healing increases by 1d8 for each slot level above
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 1st.
(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.

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

False Life Healing Word Inflict Wounds


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

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE 60 feet RANGE Touch
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V COMPONENTS V, S

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 A creature of your choice that you can see within range regains hit Make a melee spell attack against a creature you can reach. On a hit,
+ 4 temporary hit points for the duration. points equal to 1d4 + your spellcasting ability modifier. This spell has the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you gain 5 additional temporary hit points for each At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level
slot level above 1st. level or higher, the healing increases by 1d4 for each slot level above above 1st.
1st.

Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Shield of Faith
1st-level abjuration

CASTING TIME 1 bonus action


RANGE 60 feet
DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice


within range, granting it a +2 bonus to AC for the duration.

Prepared (Cleric) Player’s Handbook


Shield Mace Crossbow, Light
Armor Weapons Weapons

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

6 lb. Player’s Handbook 4 lb. Player’s Handbook 5 lb. Player’s Handbook

Crossbow Bolt Donkey Bedroll


Ammunition Mounts & Vehicles Adventuring Gear

Crossbow bolts are used with a crossbow to make a ranged Speed. 40 ft.
attack. Carrying Capacity. 420 lb.

1/20 lb. Player’s Handbook — Player’s Handbook 7 lb. Player’s Handbook

Pole (10—foot) Healer’s Kit Torch


Adventuring Gear Adventuring Gear Adventuring Gear

This kit is a leather pouch containing bandages, salves, and A torch burns for 1 hour, providing bright light in a 20-foot
splints. The kit has ten uses. As an action, you can expend radius and dim light for an additional 20 feet. If you make a
one use of the kit to stabilize a creature that has 0 hit melee attack with a burning torch and hit, it deals 1 fire
points, without needing to make a Wisdom (Medicine) damage.
check.

7 lb. Player’s Handbook 3 lb. Player’s Handbook 1 lb. Player’s Handbook


Flask or Tankard Hunting Trap Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear Adventuring Gear

When you use your action to set it, this trap forms a saw- Rope, whether made of hemp or silk, has 2 hit points and
toothed steel ring that snaps shut when a creature steps on can be burst with a DC 17 Strength check.
a pressure plate in the center. The trap is affixed by a heavy
chain to an immobile object, such as a tree or a spike
driven into the ground. A creature that steps on the plate
must succeed on a DC 13 Dexterity saving throw or take
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature
can use its action to make a DC 13 Strength check, freeing
itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.

1 lb. Player’s Handbook 25 lb. Player’s Handbook 10 lb. Player’s Handbook

Shovel Tent, Two—Person Oil (flask)


Adventuring Gear Adventuring Gear Adventuring Gear

A simple and portable canvas shelter, a tent sleeps two. Oil usually comes in a clay flask that holds 1 pint. As an
action, you can splash the oil in this flask onto a creature
within 5 feet of you or throw it up to 20 feet, shattering it
on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

5 lb. Player’s Handbook 20 lb. Player’s Handbook 1 lb. Player’s Handbook

Painter’s Supplies Breastplate Dagger


Tools Armor Weapons

Proficiency with painter’s supplies represents your ability to This armor consists of a fitted metal chest piece worn with
paint and draw. You also acquire an understanding of art supple leather. Although it leaves the legs and arms
history, which can aid you in examining works of art. relatively unprotected, this armor provides good protection
Components. Painter’s supplies include an easel, canvas, for the wearer’s vital organs while leaving the wearer
paints, brushes, charcoal sticks. and a palette. relatively unencumbered.
Arcana, History, Religion. Your expertise aids you in
uncovering lore of any sort that is attached to a work of art,
such as the magical properties of a painting or the origins of a
strange mural found in a dungeon.
Investigation, Perception. When you inspect a painting or
a similar work of visual art, your knowledge of the practices
behind creating it can grant you additional insight.
Painting and Drawing. As part of a short or long rest, you
can produce a simple work of art. Although your work might
lack precision, you can capture an image or a scene, or make.
a quick copy of a piece of art you saw.
PAINTER’S SUPPLIES
Activity DC
Paint an accurate portrait 10
Create a painting with a hidden message 20

5 lbs. Player’s Handbook 20 lb. Player’s Handbook 1 lb. Player’s Handbook


Rations (1 day) Backpack Blanket
Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, A backpack is a leather pack carried on the back, typically
including jerky, dried fruit, hardtack, and nuts. with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook

Candle Tinderbox Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and This small container holds flint, fire steel, and tinder
dim light for an additional 5 feet. (usually dry cloth soaked in light oil) used to kindle a fire.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

— Player’s Handbook 1 lb. Player’s Handbook 5 lb. (full) Player’s Handbook

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