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Dwarf Cleric 1 Character Name Actions

“By Moradin’s hammer, be Attack. You can make one of the


Medium humanoid (hill dwarf), Life
made whole!” following attacks:
domain, lawful good
Although you started out as • Warhammer. Melee Weapon Attack:
an artisan, you heard the Armor Class 18 (chain mail, shield) +4 to hit, reach 5 ft., one target.
voice of the dwarven deities Hit: 1d8 + 2 bludgeoning damage
Hit Points 11 (Hit Dice 1d8)
in the stones you carved and • Handaxe. Melee or Ranged Weapon
Speed 25 ft.
metal you shaped. Your acts of artistry Attack: +4 to hit, reach 5 ft. or range
became acts of reverence, causing you 20/60 ft., one target.
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2) Hit: 1d6 + 2 slashing damage
your people. You joined the clergy, and
your pure dwarven desires allowed you to INT WIS CHA Preserve Life. Cleric Channel
connect to the divine. 10 (+0) 16 (+3) 12 (+1) Divinity feature

Background (Guild Jeweler) Proficiencies (+2 proficiency bonus) Turn Undead. Cleric Channel
Armor all armor, shields Divinity feature
Before you became devoted to the
dwarven deities, you were a journeyman Saving Throws Wis +5, Cha +3; Options
jeweler and gem cutter. Even outside your advantage on saves against
home, you are recognized by your badge Spellcasting. You are a spellcaster
being poisoned
and skill. You have the aid of a loose (cleric feature) who uses Wisdom as
Skills Insight +5, Medicine +5,
coalition of guilds, and one day you shall your spellcasting ability (spell save DC
Persuasion +3, Religion +2
become a master your own right. Seeking 13; +5 to hit with spell attacks). You
Tools brewer’s supplies,
such mastery is an act of worship to you. have the following spells prepared:
jeweler’s tools
Guild Member. Fellow guild members
can provide you with necessities, and
Weapons battleaxe, simple Cantrips (at will): sacred flame, spare
the guild can use its political power to weapons, warhammer the dying, thaumaturgy
aid you. In some areas, a guildhall offers Damage Resistances poison 1st Level (2 slots): bless*, cure
a place to meet other members of your Senses darkvision 60 ft., passive wounds*, detect evil and good, detect
profession and those who aid the guild. (Perception) 13 poison and disease, guiding bolt,
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant healing word
to the guild. If you miss payments, you * domain spell (Life Domain)
must make up back dues to remain in the
guild’s good graces. You prepare the list of cleric spells that
Faction. You are a member of the Cleric Features
are available for you to cast, choosing
Lords’ Alliance, a loose coalition of Life Domain. The Life domain focuses from the cleric spell list. When you do so,
established political powers concerned on the vibrant positive energy—one of choose up to four cleric spells. The spells
with mutual security and prosperity. the fundamental forces of the universe— must be of a level for which you have
Personality Trait. A perfectionist, you that sustains all life. You gain a number spell slots.
demand a lot from yourself and expect of domain spells, which are always You can change your list of prepared
the most from others. considered to be prepared, as a result of spells when you finish a long rest. When
Ideal. It is the duty of civilized people to this domain. In addition, you have access you prepare new spells, you must pray
strengthen the bonds of community and to the following features: for 1 minute per spell level for each spell
the security of civilization. Disciple of Life. When you cast a on your list.
Bond. You aim to prove you are the spell of 1st level or higher to restore hit Spellcasting Ability. Wisdom is your
greatest artisan of them all. points to a creature, the creature regains spellcasting ability for your cleric
Flaw. You are greedy. So you can’t part additional hit points equal to 2 + the spells, since your magic draws upon
with money easily, and you haggle to get spell’s level. your devotion to the dwarven deities,
the best possible deal. especially Moradin. You use your
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to Wisdom whenever a spell refers to your
Dwarf Features shape that essence to your will. spellcasting ability.
Darkvision. You can see in dim light Cantrips. You know three cantrips, Ritual Casting. You can cast a cleric
within 60 feet of you as if it were bright which you can cast at will. spell as a ritual if that spell has the ritual
light, and in darkness as if it were dim Preparing and Casting Spells. To cast tag and you have the spell prepared.
light. You can’t discern color in darkness, one of your cleric spells, you must expend Spellcasting Focus. You can use a holy
only shades of gray. a slot of the spell’s level or higher. You symbol as a spellcasting focus for your
Stonecunning. You have a +4 bonus on regain all expended spell slots when you cleric spells.
Intelligence (History) checks related to finish a long rest.
the origin of stonework.
Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, chain mail, holy symbol, common
clothing with cleric vestments, handaxe
(2), healer’s kit, jeweler’s tools, mess
kit, pouch, rations (10 days), shield (with
holy symbol emblazoned), tinderbox,
warhammer, waterskin, money (3 gp)
Dwarf Cleric 2 Character Name Actions
“By Moradin’s hammer, be Attack. You can make one of the
Medium humanoid (hill dwarf), Life
made whole!” following attacks:
domain, lawful good
Although you started out as • Warhammer. Melee Weapon Attack:
an artisan, you heard the Armor Class 18 (chain mail, shield) +4 to hit, reach 5 ft., one target.
voice of the dwarven deities Hit: 1d8 + 2 bludgeoning damage
Hit Points 19 (Hit Dice 2d8)
in the stones you carved and • Handaxe. Melee or Ranged Weapon
Speed 25 ft.
metal you shaped. Your acts of artistry Attack: +4 to hit, reach 5 ft. or range
became acts of reverence, causing you 20/60 ft., one target.
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2) Hit: 1d6 + 2 slashing damage
your people. You joined the clergy, and
your pure dwarven desires allowed you to INT WIS CHA Preserve Life. Cleric Channel
connect to the divine. 10 (+0) 16 (+3) 12 (+1) Divinity feature

Background (Guild Jeweler) Proficiencies (+2 proficiency bonus) Turn Undead. Cleric Channel
Armor all armor, shields Divinity feature
Before you became devoted to the
dwarven deities, you were a journeyman Saving Throws Wis +5, Cha +3; Options
jeweler and gem cutter. Even outside your advantage on saves against
home, you are recognized by your badge Spellcasting. You are a spellcaster
being poisoned
and skill. You have the aid of a loose (cleric feature) who uses Wisdom as
Skills Insight +5, Medicine +5,
coalition of guilds, and one day you shall your spellcasting ability (spell save DC
Persuasion +3, Religion +2
become a master your own right. Seeking 13; +5 to hit with spell attacks). You
Tools brewer’s supplies,
such mastery is an act of worship to you. have the following spells prepared:
jeweler’s tools
Guild Member. Fellow guild members
can provide you with necessities, and
Weapons battleaxe, simple Cantrips (at will): sacred flame, spare
the guild can use its political power to weapons, warhammer the dying, thaumaturgy
aid you. In some areas, a guildhall offers Damage Resistances poison 1st Level (3 slots): bless*, cure
a place to meet other members of your Senses darkvision 60 ft., passive wounds*, detect evil and good, detect
profession and those who aid the guild. (Perception) 13 magic, detect poison and disease, guiding
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant bolt, healing word
to the guild. If you miss payments, you * domain spell (Life Domain)
must make up back dues to remain in the
guild’s good graces. an effect that prevents it from moving. If
Faction. You are a member of the Cleric Features
there’s nowhere to move, the creature can
Lords’ Alliance, a loose coalition of Channel Divinity (Recharges after You use the Dodge action.
established political powers concerned Finish a Short or Long Rest). You can
with mutual security and prosperity. channel divine energy to create one of the Life Domain. The Life domain focuses
Personality Trait. A perfectionist, you following effects. You can do so once. on the vibrant positive energy—one of
demand a lot from yourself and expect Preserve Life. As an action, you present the fundamental forces of the universe—
the most from others. your holy symbol and evoke healing that sustains all life. You gain a number
Ideal. It is the duty of civilized people to energy that can restore up to 10 hit of domain spells, which are always
strengthen the bonds of community and points. Choose any creatures within 30 considered to be prepared, as a result of
the security of civilization. feet of you, and divide those hit points this domain. In addition, you have access
Bond. You aim to prove you are the among them. This feature can restore to the following features:
greatest artisan of them all. a creature to no more than half of its Disciple of Life. When you cast a
Flaw. You are greedy. So you can’t part hit point maximum. You can’t use this spell of 1st level or higher to restore hit
with money easily, and you haggle to get feature on an undead or a construct. points to a creature, the creature regains
the best possible deal. Turn Undead. As an action, you present additional hit points equal to 2 + the
your holy symbol and speak a prayer spell’s level.
Dwarf Features censuring the undead. Each undead that Spellcasting. Drawing on the divine
Darkvision. You can see in dim light can see or hear you within 30 feet of you essence of nature, you can cast spells to
within 60 feet of you as if it were bright must succeed on a DC 13 Wisdom saving shape that essence to your will.
light, and in darkness as if it were dim throw or become turned for 1 minute or Cantrips. You know three cantrips,
light. You can’t discern color in darkness, until it takes any damage. which you can cast at will.
only shades of gray. A turned creature must spend its turns Preparing and Casting Spells. To cast
trying to move as far away from you as it one of your cleric spells, you must expend
Stonecunning. You have a +4 bonus on can, and it can’t willingly move to a space a slot of the spell’s level or higher. You
Intelligence (History) checks related to within 30 feet of you. It also can’t take regain all expended spell slots when you
the origin of stonework. reactions. For its action, it can use only finish a long rest.
the Dash action or try to escape from
Cleric Features (cont’d)
Spellcasting (cont’d).
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do so,
choose up to five cleric spells. The spells
must be of a level for which you have
spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, chain mail, holy symbol, common
clothing with cleric vestments, handaxe
(2), healer’s kit, jeweler’s tools, mess
kit, pouch, rations (10 days), shield (with
holy symbol emblazoned), tinderbox,
warhammer, waterskin, money (4 gp)
Dwarf Cleric 3 Character Name • Warhammer. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life Hit: 1d8 + 2 bludgeoning damage
made whole!”
domain, lawful good • Handaxe. Melee or Ranged Weapon
Although you started out as
Attack: +4 to hit, reach 5 ft. or range
an artisan, you heard the Armor Class 18 (chain mail, shield)
voice of the dwarven deities 20/60 ft., one target.
Hit Points 27 (Hit Dice 3d8) Hit: 1d6 + 2 slashing damage
in the stones you carved and
Speed 25 ft.
metal you shaped. Your acts of artistry Preserve Life. Cleric Channel
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2)
your people. You joined the clergy, and Turn Undead. Cleric Channel
your pure dwarven desires allowed you to INT WIS CHA Divinity feature
connect to the divine. 10 (+0) 16 (+3) 12 (+1)
Options
Background (Guild Jeweler) Proficiencies (+2 proficiency bonus) Spellcasting. You are a spellcaster
Before you became devoted to the Armor all armor, shields (cleric feature) who uses Wisdom as
dwarven deities, you were a journeyman Saving Throws Wis +5, Cha +3; your spellcasting ability (spell save DC
jeweler and gem cutter. Even outside your advantage on saves against 13; +5 to hit with spell attacks). You
home, you are recognized by your badge being poisoned have the following spells prepared:
and skill. You have the aid of a loose Skills Insight +5, Medicine +5,
coalition of guilds, and one day you shall Persuasion +3, Religion +2 Cantrips (at will): sacred flame, spare
become a master your own right. Seeking Tools brewer’s supplies, the dying, thaumaturgy
such mastery is an act of worship to you. 1st Level (4 slots): bless*, cure
jeweler’s tools
Guild Member. Fellow guild members wounds*, detect evil and good, detect
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer poison and disease, guiding bolt,
the guild can use its political power to healing word
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive 2nd Level (2 slots): calm emotions,
a place to meet other members of your
(Perception) 13 lesser restoration*, prayer of healing,
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant spiritual weapon* (warhammer)
to the guild. If you miss payments, you * domain spell (Life Domain)
must make up back dues to remain in the Actions
guild’s good graces. Attack. You can make one of the
Faction. You are a member of the following attacks:
Lords’ Alliance, a loose coalition of
established political powers concerned can, and it can’t willingly move to a space
with mutual security and prosperity. Cleric Features
within 30 feet of you. It also can’t take
Personality Trait. A perfectionist, you Channel Divinity (Recharges after You reactions. For its action, it can use only
demand a lot from yourself and expect Finish a Short or Long Rest). You can the Dash action or try to escape from
the most from others. channel divine energy to create one of the an effect that prevents it from moving. If
Ideal. It is the duty of civilized people to following effects. You can do so once. there’s nowhere to move, the creature can
strengthen the bonds of community and Preserve Life. As an action, you present use the Dodge action.
the security of civilization. your holy symbol and evoke healing
Bond. You aim to prove you are the energy that can restore up to 15 hit Life Domain. The Life domain focuses
greatest artisan of them all. points. Choose any creatures within 30 on the vibrant positive energy—one of
Flaw. You are greedy. So you can’t part feet of you, and divide those hit points the fundamental forces of the universe—
with money easily, and you haggle to get among them. This feature can restore that sustains all life. You gain a number
the best possible deal. a creature to no more than half of its of domain spells, which are always
hit point maximum. You can’t use this considered to be prepared, as a result of
Dwarf Features feature on an undead or a construct. this domain. In addition, you have access
Turn Undead. As an action, you present to the following features:
Darkvision. You can see in dim light
your holy symbol and speak a prayer Disciple of Life. When you cast a
within 60 feet of you as if it were bright
censuring the undead. Each undead that spell of 1st level or higher to restore hit
light, and in darkness as if it were dim
can see or hear you within 30 feet of you points to a creature, the creature regains
light. You can’t discern color in darkness,
must succeed on a DC 13 Wisdom saving additional hit points equal to 2 + the
only shades of gray.
throw or become turned for 1 minute or spell’s level.
Stonecunning. You have a +4 bonus on until it takes any damage.
Intelligence (History) checks related to A turned creature must spend its turns
the origin of stonework. trying to move as far away from you as it
Cleric Features (cont’d)
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know three cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do so,
choose up to six cleric spells. The spells
must be of a level for which you have
spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, chain mail, holy symbol, common
clothing with cleric vestments, handaxe
(2), healer’s kit, jeweler’s tools, mess
kit, pouch, rations (10 days), shield (with
holy symbol emblazoned), tinderbox,
warhammer, waterskin, money (5 gp)
Dwarf Cleric 4 Character Name • Warhammer. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target.
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life Hit: 1d8 + 2 bludgeoning damage
made whole!”
domain, lawful good • Handaxe. Melee or Ranged Weapon
Although you started out as
Attack: +4 to hit, reach 5 ft. or range
an artisan, you heard the Armor Class 18 (chain mail, shield)
voice of the dwarven deities 20/60 ft., one target.
Hit Points 35 (Hit Dice 4d8) Hit: 1d6 + 2 slashing damage
in the stones you carved and
Speed 25 ft.
metal you shaped. Your acts of artistry Preserve Life. Cleric Channel
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2)
your people. You joined the clergy, and Turn Undead. Cleric Channel
your pure dwarven desires allowed you to INT WIS CHA Divinity feature
connect to the divine. 10 (+0) 18 (+4) 12 (+1)
Options
Background (Guild Jeweler) Proficiencies (+2 proficiency bonus) Spellcasting. You are a spellcaster
Before you became devoted to the Armor all armor, shields (cleric feature) who uses Wisdom as
dwarven deities, you were a journeyman Saving Throws Wis +6, Cha +3; your spellcasting ability (spell save DC
jeweler and gem cutter. Even outside your advantage on saves against 14; +6 to hit with spell attacks). You
home, you are recognized by your badge being poisoned have the following spells prepared:
and skill. You have the aid of a loose Skills Insight +6, Medicine +6,
coalition of guilds, and one day you shall Persuasion +3, Religion +2 Cantrips (at will): mending, sacred
become a master your own right. Seeking Tools brewer’s supplies, flame, spare the dying, thaumaturgy
such mastery is an act of worship to you. 1st Level (4 slots): bless*, cure
jeweler’s tools
Guild Member. Fellow guild members wounds*, detect evil and good, detect
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer magic, detect poison and disease, guiding
the guild can use its political power to bolt, healing word, protection from
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive evil and good
a place to meet other members of your
(Perception) 14 2nd Level (3 slots): calm emotions,
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant lesser restoration*, prayer of healing,
to the guild. If you miss payments, you spiritual weapon* (warhammer)
must make up back dues to remain in the Actions * domain spell (Life Domain)
guild’s good graces. Attack. You can make one of the
Faction. You are a member of the following attacks:
Lords’ Alliance, a loose coalition of
established political powers concerned can, and it can’t willingly move to a space
with mutual security and prosperity. Cleric Features
within 30 feet of you. It also can’t take
Personality Trait. A perfectionist, you Channel Divinity (Recharges after You reactions. For its action, it can use only
demand a lot from yourself and expect Finish a Short or Long Rest). You can the Dash action or try to escape from
the most from others. channel divine energy to create one of the an effect that prevents it from moving. If
Ideal. It is the duty of civilized people to following effects. You can do so once. there’s nowhere to move, the creature can
strengthen the bonds of community and Preserve Life. As an action, you present use the Dodge action.
the security of civilization. your holy symbol and evoke healing
Bond. You aim to prove you are the energy that can restore up to 20 hit Life Domain. The Life domain focuses
greatest artisan of them all. points. Choose any creatures within 30 on the vibrant positive energy—one of
Flaw. You are greedy. So you can’t part feet of you, and divide those hit points the fundamental forces of the universe—
with money easily, and you haggle to get among them. This feature can restore that sustains all life. You gain a number
the best possible deal. a creature to no more than half of its of domain spells, which are always
hit point maximum. You can’t use this considered to be prepared, as a result of
Dwarf Features feature on an undead or a construct. this domain. In addition, you have access
Turn Undead. As an action, you present to the following features:
Darkvision. You can see in dim light
your holy symbol and speak a prayer Disciple of Life. When you cast a
within 60 feet of you as if it were bright
censuring the undead. Each undead that spell of 1st level or higher to restore hit
light, and in darkness as if it were dim
can see or hear you within 30 feet of you points to a creature, the creature regains
light. You can’t discern color in darkness,
must succeed on a DC 14 Wisdom saving additional hit points equal to 2 + the
only shades of gray.
throw or become turned for 1 minute or spell’s level.
Stonecunning. You have a +4 bonus on until it takes any damage.
Intelligence (History) checks related to A turned creature must spend its turns
the origin of stonework. trying to move as far away from you as it
Cleric Features (cont’d)
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know four cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do
so, choose up to eight cleric spells. The
spells must be of a level for which you
have spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, chain mail, holy symbol, common
clothing with cleric vestments, handaxe
(2), healer’s kit, holy water (1), jeweler’s
tools, mess kit, pouch, rations (10 days),
shield (with holy symbol emblazoned),
tinderbox, warhammer, waterskin,
money (5 gp)
Dwarf Cleric 5 Character Name • Warhammer. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life Hit: 1d8 + 2 bludgeoning damage
made whole!”
domain, lawful good • Handaxe. Melee or Ranged Weapon
Although you started out as
Attack: +5 to hit, reach 5 ft. or range
an artisan, you heard the Armor Class 18 (chain mail, shield)
voice of the dwarven deities 20/60 ft., one target.
Hit Points 43 (Hit Dice 5d8) Hit: 1d6 + 2 slashing damage
in the stones you carved and
Speed 25 ft.
metal you shaped. Your acts of artistry Preserve Life. Cleric Channel
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2)
your people. You joined the clergy, and Turn Undead. Cleric Channel
your pure dwarven desires allowed you to INT WIS CHA Divinity feature
connect to the divine. 10 (+0) 18 (+4) 12 (+1)
Options
Background (Guild Jeweler) Proficiencies (+3 proficiency bonus) Spellcasting. You are a spellcaster
Before you became devoted to the Armor all armor, shields (cleric feature) who uses Wisdom as
dwarven deities, you were a journeyman Saving Throws Wis +7, Cha +4; your spellcasting ability (spell save DC
jeweler and gem cutter. Even outside your advantage on saves against 15; +7 to hit with spell attacks). You
home, you are recognized by your badge being poisoned have the following spells prepared:
and skill. You have the aid of a loose Skills Insight +7, Medicine +7,
coalition of guilds, and one day you shall Persuasion +4, Religion +3 Cantrips (at will): mending, sacred
become a master your own right. Seeking Tools brewer’s supplies, flame, spare the dying, thaumaturgy
such mastery is an act of worship to you. 1st Level (4 slots): bless*, cure
jeweler’s tools
Guild Member. Fellow guild members wounds*, detect evil and good, detect
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer magic, detect poison and disease, guiding
the guild can use its political power to bolt, healing word, protection from
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive evil and good
a place to meet other members of your
(Perception) 14 2nd Level (3 slots): calm emotions,
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant lesser restoration*, prayer of healing,
to the guild. If you miss payments, you spiritual weapon* (warhammer)
must make up back dues to remain in the Actions 3rd Level (2 slots): beacon of hope*,
guild’s good graces. Attack. You can make one of the dispel magic, revivify*
Faction. You are a member of the following attacks: * domain spell (Life Domain)
Lords’ Alliance, a loose coalition of
established political powers concerned A turned creature must spend its turns
with mutual security and prosperity.
Cleric Features
trying to move as far away from you as it
Personality Trait. A perfectionist, you Channel Divinity (Recharges after You can, and it can’t willingly move to a space
demand a lot from yourself and expect Finish a Short or Long Rest). You can within 30 feet of you. It also can’t take
the most from others. channel divine energy to create one of the reactions. For its action, it can use only
Ideal. It is the duty of civilized people to following effects. You can do so once. the Dash action or try to escape from
strengthen the bonds of community and Preserve Life. As an action, you present an effect that prevents it from moving. If
the security of civilization. your holy symbol and evoke healing there’s nowhere to move, the creature can
Bond. You aim to prove you are the energy that can restore up to 25 hit use the Dodge action.
greatest artisan of them all. points. Choose any creatures within 30
Flaw. You are greedy. So you can’t part feet of you, and divide those hit points Life Domain. The Life domain focuses
with money easily, and you haggle to get among them. This feature can restore on the vibrant positive energy—one of
the best possible deal. a creature to no more than half of its the fundamental forces of the universe—
hit point maximum. You can’t use this that sustains all life. You gain a number
Dwarf Features feature on an undead or a construct. of domain spells, which are always
Turn Undead. As an action, you present considered to be prepared, as a result of
Darkvision. You can see in dim light this domain. In addition, you have access
within 60 feet of you as if it were bright your holy symbol and speak a prayer
censuring the undead. Each undead that to the following features:
light, and in darkness as if it were dim Disciple of Life. When you cast a
light. You can’t discern color in darkness, can see or hear you within 30 feet of you
must succeed on a DC 15 Wisdom saving spell of 1st level or higher to restore hit
only shades of gray. points to a creature, the creature regains
throw or become turned for 1 minute or
Stonecunning. You have a +6 bonus on until it takes any damage. If the creature additional hit points equal to 2 + the
Intelligence (History) checks related to has a challenge rating of 1/2 or lower, it is spell’s level.
the origin of stonework. destroyed instead.
Cleric Features (cont’d)
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know four cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do so,
choose up to nine cleric spells. The spells
must be of a level for which you have
spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, chain mail, holy symbol (set
with a 300 gp worth of diamonds for
revivify), common clothing with cleric
vestments, handaxe (2), healer’s kit,
holy water (3), jeweler’s tools, mess kit,
potion of healing, pouch, rations (10 days),
shield (with holy symbol emblazoned),
tinderbox, warhammer, waterskin,
money (3 gp)
Dwarf Cleric 6 Character Name • Warhammer. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life Hit: 1d8 + 2 bludgeoning damage
made whole!”
domain, lawful good • Handaxe. Melee or Ranged Weapon
Although you started out as
Attack: +5 to hit, reach 5 ft. or range
an artisan, you heard the Armor Class 19 (splint, shield)
voice of the dwarven deities 20/60 ft., one target.
Hit Points 51 (Hit Dice 6d8) Hit: 1d6 + 2 slashing damage
in the stones you carved and
Speed 25 ft.
metal you shaped. Your acts of artistry Preserve Life. Cleric Channel
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2)
your people. You joined the clergy, and Turn Undead. Cleric Channel
your pure dwarven desires allowed you to INT WIS CHA Divinity feature
connect to the divine. 10 (+0) 18 (+4) 12 (+1)
Options
Background (Guild Jeweler) Proficiencies (+3 proficiency bonus) Spellcasting. You are a spellcaster
Before you became devoted to the Armor all armor, shields (cleric feature) who uses Wisdom as
dwarven deities, you were a journeyman Saving Throws Wis +7, Cha +4; your spellcasting ability (spell save DC
jeweler and gem cutter. Even outside your advantage on saves against 15; +7 to hit with spell attacks). You
home, you are recognized by your badge being poisoned have the following spells prepared:
and skill. You have the aid of a loose Skills Insight +7, Medicine +7,
coalition of guilds, and one day you shall Persuasion +4, Religion +3 Cantrips (at will): mending, sacred
become a master your own right. Seeking Tools brewer’s supplies, flame, spare the dying, thaumaturgy
such mastery is an act of worship to you. 1st Level (4 slots): bless*, cure
jeweler’s tools
Guild Member. Fellow guild members wounds*, detect evil and good, detect
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer magic, detect poison and disease, guiding
the guild can use its political power to bolt, healing word, protection from
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive evil and good
a place to meet other members of your
(Perception) 14 2nd Level (3 slots): calm emotions,
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant lesser restoration*, prayer of healing,
to the guild. If you miss payments, you spiritual weapon* (warhammer)
must make up back dues to remain in the Actions 3rd Level (3 slots): beacon of hope*,
guild’s good graces. Attack. You can make one of the dispel magic, remove curse, revivify*
Faction. You are a member of the following attacks: * domain spell (Life Domain)
Lords’ Alliance, a loose coalition of
established political powers concerned A turned creature must spend its turns
with mutual security and prosperity.
Cleric Features
trying to move as far away from you as it
Personality Trait. A perfectionist, you Channel Divinity (Recharges after You can, and it can’t willingly move to a space
demand a lot from yourself and expect Finish a Short or Long Rest). You can within 30 feet of you. It also can’t take
the most from others. channel divine energy to create one of the reactions. For its action, it can use only
Ideal. It is the duty of civilized people to following effects. You can do so twice. the Dash action or try to escape from
strengthen the bonds of community and Preserve Life. As an action, you present an effect that prevents it from moving. If
the security of civilization. your holy symbol and evoke healing there’s nowhere to move, the creature can
Bond. You aim to prove you are the energy that can restore up to 30 hit use the Dodge action.
greatest artisan of them all. points. Choose any creatures within 30
Flaw. You are greedy. So you can’t part feet of you, and divide those hit points Life Domain. The Life domain focuses
with money easily, and you haggle to get among them. This feature can restore on the vibrant positive energy—one of
the best possible deal. a creature to no more than half of its the fundamental forces of the universe—
hit point maximum. You can’t use this that sustains all life. You gain a number
Dwarf Features feature on an undead or a construct. of domain spells, which are always
Turn Undead. As an action, you present considered to be prepared, as a result of
Darkvision. You can see in dim light this domain. In addition, you have access
within 60 feet of you as if it were bright your holy symbol and speak a prayer
censuring the undead. Each undead that to the following features:
light, and in darkness as if it were dim Blessed Healer. When you cast a
light. You can’t discern color in darkness, can see or hear you within 30 feet of you
must succeed on a DC 15 Wisdom saving spell of 1st level or higher that restores
only shades of gray. hit points to a creature other than you,
throw or become turned for 1 minute or
Stonecunning. You have a +6 bonus on until it takes any damage. If the creature you regain hit points equal to 2 + the
Intelligence (History) checks related to has a challenge rating of 1/2 or lower, it is spell’s level.
the origin of stonework. destroyed instead.
Cleric Features (cont’d)
Life Domain (cont’d).
Disciple of Life. When you cast a
spell of 1st level or higher to restore hit
points to a creature, the creature regains
additional hit points equal to 2 + the
spell’s level.
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know four cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do so,
choose up to ten cleric spells. The spells
must be of a level for which you have
spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, holy symbol (set with a 300 gp
worth of diamonds for revivify), common
clothing with cleric vestments, handaxe
(2), healer’s kit, holy water (2), jeweler’s
tools, mess kit, pouch, rations (10 days),
shield (with holy symbol emblazoned),
splint armor, tinderbox, warhammer,
waterskin, money (3 gp)
Dwarf Cleric 7 Character Name • Warhammer. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life Hit: 1d8 + 2 bludgeoning damage
made whole!”
domain, lawful good • Handaxe. Melee or Ranged Weapon
Although you started out as
Attack: +5 to hit, reach 5 ft. or range
an artisan, you heard the Armor Class 19 (splint, shield)
voice of the dwarven deities 20/60 ft., one target.
Hit Points 59 (Hit Dice 7d8) Hit: 1d6 + 2 slashing damage
in the stones you carved and
Speed 25 ft.
metal you shaped. Your acts of artistry Preserve Life. Cleric Channel
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of 14 (+2) 8 (−1) 15 (+2)
your people. You joined the clergy, and Turn Undead. Cleric Channel
your pure dwarven desires allowed you to INT WIS CHA Divinity feature
connect to the divine. 10 (+0) 18 (+4) 12 (+1)
Options
Background (Guild Jeweler) Proficiencies (+3 proficiency bonus) Spellcasting. You are a spellcaster
Before you became devoted to the Armor all armor, shields (cleric feature) who uses Wisdom as
dwarven deities, you were a journeyman Saving Throws Wis +7, Cha +4; your spellcasting ability (spell save DC
jeweler and gem cutter. Even outside your advantage on saves against 15; +7 to hit with spell attacks). You
home, you are recognized by your badge being poisoned have the following spells prepared:
and skill. You have the aid of a loose Skills Insight +7, Medicine +7,
coalition of guilds, and one day you shall Persuasion +4, Religion +3 Cantrips (at will): mending, sacred
become a master your own right. Seeking Tools brewer’s supplies, flame, spare the dying, thaumaturgy
such mastery is an act of worship to you. 1st Level (4 slots): bless*, cure
jeweler’s tools
Guild Member. Fellow guild members wounds*, detect evil and good, detect
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer magic, detect poison and disease, guiding
the guild can use its political power to bolt, healing word, protection from
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive evil and good
a place to meet other members of your
(Perception) 14 2nd Level (3 slots): calm emotions,
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant lesser restoration*, prayer of healing,
to the guild. If you miss payments, you spiritual weapon* (warhammer)
must make up back dues to remain in the Actions 3rd Level (3 slots): beacon of hope*,
guild’s good graces. Attack. You can make one of the dispel magic, remove curse, revivify*
Faction. You are a member of the following attacks: 4th Level (1 slot): death ward*,
Lords’ Alliance, a loose coalition of guardian of faith*, stone shape
established political powers concerned * domain spell (Life Domain)
with mutual security and prosperity.
Personality Trait. A perfectionist, you
demand a lot from yourself and expect Cleric Features A turned creature must spend its turns
the most from others. trying to move as far away from you as it
Channel Divinity (Recharges after You can, and it can’t willingly move to a space
Ideal. It is the duty of civilized people to Finish a Short or Long Rest). You can
strengthen the bonds of community and within 30 feet of you. It also can’t take
channel divine energy to create one of the reactions. For its action, it can use only
the security of civilization. following effects. You can do so twice.
Bond. You aim to prove you are the the Dash action or try to escape from
Preserve Life. As an action, you present an effect that prevents it from moving. If
greatest artisan of them all. your holy symbol and evoke healing
Flaw. You are greedy. So you can’t part there’s nowhere to move, the creature can
energy that can restore up to 35 hit use the Dodge action.
with money easily, and you haggle to get points. Choose any creatures within 30
the best possible deal. feet of you, and divide those hit points Life Domain. The Life domain focuses
among them. This feature can restore on the vibrant positive energy—one of
Dwarf Features a creature to no more than half of its the fundamental forces of the universe—
Darkvision. You can see in dim light hit point maximum. You can’t use this that sustains all life. You gain a number
within 60 feet of you as if it were bright feature on an undead or a construct. of domain spells, which are always
light, and in darkness as if it were dim Turn Undead. As an action, you present considered to be prepared, as a result of
light. You can’t discern color in darkness, your holy symbol and speak a prayer this domain. In addition, you have access
only shades of gray. censuring the undead. Each undead that to the following features:
can see or hear you within 30 feet of you Blessed Healer. When you cast a
Stonecunning. You have a +6 bonus on spell of 1st level or higher that restores
Intelligence (History) checks related to must succeed on a DC 15 Wisdom saving
throw or become turned for 1 minute or hit points to a creature other than you,
the origin of stonework. you regain hit points equal to 2 + the
until it takes any damage. If the creature
has a challenge rating of 1/2 or lower, it is spell’s level.
destroyed instead.
Cleric Features (cont’d)
Life Domain (cont’d).
Disciple of Life. When you cast a
spell of 1st level or higher to restore hit
points to a creature, the creature regains
additional hit points equal to 2 + the
spell’s level.
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know four cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do
so, choose up to eleven cleric spells. The
spells must be of a level for which you
have spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, holy symbol (set with a 300 gp
worth of diamonds for revivify), common
clothing with cleric vestments, handaxe
(2), healer’s kit, holy water (2), jeweler’s
tools, mess kit, pouch, rations (10 days),
shield (with holy symbol emblazoned),
splint armor, tinderbox, warhammer,
waterskin, money (5 gp, 2 pp)
Dwarf Cleric 8 Character Name • Warhammer. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target.
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life Hit: 1d8 + 2 bludgeoning damage
made whole!”
domain, lawful good • Handaxe. Melee or Ranged Weapon
Although you started out as
Attack: +5 to hit, reach 5 ft. or range
an artisan, you heard the Armor Class 19 (splint, shield)
voice of the dwarven deities 20/60 ft., one target.
Hit Points 75 (Hit Dice 8d8) Hit: 1d6 + 2 slashing damage
in the stones you carved and
Speed 25 ft.
metal you shaped. Your acts of artistry Preserve Life. Cleric Channel
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of 15 (+2) 8 (−1) 16 (+3)
your people. You joined the clergy, and Turn Undead. Cleric Channel
your pure dwarven desires allowed you to INT WIS CHA Divinity feature
connect to the divine. 10 (+0) 18 (+4) 12 (+1)
Options
Background (Guild Jeweler) Proficiencies (+3 proficiency bonus) Spellcasting. You are a spellcaster
Before you became devoted to the Armor all armor, shields (cleric feature) who uses Wisdom as
dwarven deities, you were a journeyman Saving Throws Wis +7, Cha +4; your spellcasting ability (spell save DC
jeweler and gem cutter. Even outside your advantage on saves against 15; +7 to hit with spell attacks). You
home, you are recognized by your badge being poisoned have the following spells prepared:
and skill. You have the aid of a loose Skills Insight +7, Medicine +7,
coalition of guilds, and one day you shall Persuasion +4, Religion +3 Cantrips (at will): mending, sacred
become a master your own right. Seeking Tools brewer’s supplies, flame, spare the dying, thaumaturgy
such mastery is an act of worship to you. 1st Level (4 slots): bless*, cure
jeweler’s tools
Guild Member. Fellow guild members wounds*, detect evil and good, detect
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer magic, detect poison and disease, guiding
the guild can use its political power to bolt, healing word, protection from
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive evil and good
a place to meet other members of your
(Perception) 14 2nd Level (3 slots): calm emotions,
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant lesser restoration*, prayer of healing,
to the guild. If you miss payments, you spiritual weapon* (warhammer)
must make up back dues to remain in the Actions 3rd Level (3 slots): beacon of hope*,
guild’s good graces. Attack. You can make one of the dispel magic, remove curse, revivify*
Faction. You are a member of the following attacks (see Divine Strike): 4th Level (2 slots): banishment, death
Lords’ Alliance, a loose coalition of ward*, guardian of faith*, stone shape
established political powers concerned * domain spell (Life Domain)
with mutual security and prosperity.
Personality Trait. A perfectionist, you
Cleric Features A turned creature must spend its turns
demand a lot from yourself and expect
trying to move as far away from you as it
the most from others. Channel Divinity (Recharges after You can, and it can’t willingly move to a space
Ideal. It is the duty of civilized people to Finish a Short or Long Rest). You can within 30 feet of you. It also can’t take
strengthen the bonds of community and channel divine energy to create one of the reactions. For its action, it can use only
the security of civilization. following effects. You can do so twice. the Dash action or try to escape from
Bond. You aim to prove you are the Preserve Life. As an action, you present an effect that prevents it from moving. If
greatest artisan of them all. your holy symbol and evoke healing there’s nowhere to move, the creature can
Flaw. You are greedy. So you can’t part energy that can restore up to 40 hit use the Dodge action.
with money easily, and you haggle to get points. Choose any creatures within 30
the best possible deal. feet of you, and divide those hit points Life Domain. The Life domain focuses
among them. This feature can restore on the vibrant positive energy—one of
Dwarf Features a creature to no more than half of its the fundamental forces of the universe—
hit point maximum. You can’t use this that sustains all life. You gain a number
Darkvision. You can see in dim light
feature on an undead or a construct. of domain spells, which are always
within 60 feet of you as if it were bright
Turn Undead. As an action, you present considered to be prepared, as a result of
light, and in darkness as if it were dim
your holy symbol and speak a prayer this domain. In addition, you have access
light. You can’t discern color in darkness,
censuring the undead. Each undead that to the following features:
only shades of gray.
can see or hear you within 30 feet of you Blessed Healer. When you cast a
Stonecunning. You have a +6 bonus on spell of 1st level or higher that restores
must succeed on a DC 15 Wisdom saving
Intelligence (History) checks related to hit points to a creature other than you,
throw or become turned for 1 minute or
the origin of stonework. you regain hit points equal to 2 + the
until it takes any damage. If the creature
has a challenge rating of 1 or lower, it is spell’s level.
destroyed instead.
Cleric Features (cont’d)
Life Domain (cont’d).
Disciple of Life. When you cast a
spell of 1st level or higher to restore hit
points to a creature, the creature regains
additional hit points equal to 2 + the
spell’s level.
Divine Strike. Once on each of your
turns when you hit a creature with a
weapon attack, you can cause the attack
to deal an extra 1d8 radiant damage
to the target.
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know four cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do
so, choose up to twelve cleric spells. The
spells must be of a level for which you
have spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, holy symbol (set with a 300 gp
worth of diamonds for revivify), common
clothing with cleric vestments, handaxe
(2), healer’s kit, holy water (3), jeweler’s
tools, mess kit, pouch, rations (10 days),
shield (with holy symbol emblazoned),
splint armor, tinderbox, warhammer,
waterskin, money (3 gp)
Dwarf Cleric 9 Character Name • Handaxe. Melee or Ranged Weapon
Attack: +6 to hit, reach 5 ft. or range
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life 20/60 ft., one target.
made whole!”
domain, lawful good Hit: 1d6 + 2 slashing damage
Although you started out as
an artisan, you heard the Armor Class 19 (splint, shield) Preserve Life. Cleric Channel
voice of the dwarven deities Divinity feature
Hit Points 84 (Hit Dice 9d8)
in the stones you carved and
Speed 25 ft. Turn Undead. Cleric Channel
metal you shaped. Your acts of artistry
became acts of reverence, causing you Divinity feature
STR DEX CON
to desire to exemplify the inner nature of
your people. You joined the clergy, and
15 (+2) 8 (−1) 16 (+3) Options
your pure dwarven desires allowed you to INT WIS CHA Spellcasting. You are a spellcaster
connect to the divine. 10 (+0) 18 (+4) 12 (+1) (cleric feature) who uses Wisdom as
your spellcasting ability (spell save DC
Background (Guild Jeweler) Proficiencies (+4 proficiency bonus) 16; +8 to hit with spell attacks). You
Before you became devoted to the Armor all armor, shields have the following spells prepared:
dwarven deities, you were a journeyman Saving Throws Wis +8, Cha +5;
jeweler and gem cutter. Even outside your advantage on saves against Cantrips (at will): mending, sacred
home, you are recognized by your badge being poisoned flame, spare the dying, thaumaturgy
and skill. You have the aid of a loose Skills Insight +8, Medicine +8, 1st Level (4 slots): bless*, cure
coalition of guilds, and one day you shall Persuasion +5, Religion +4 wounds*, detect evil and good, detect
become a master your own right. Seeking Tools brewer’s supplies, magic, detect poison and disease, guiding
such mastery is an act of worship to you. bolt, healing word, protection from
jeweler’s tools
Guild Member. Fellow guild members evil and good
can provide you with necessities, and
Weapons battleaxe, simple
weapons, warhammer 2nd Level (3 slots): calm emotions,
the guild can use its political power to enhance ability, lesser restoration*,
aid you. In some areas, a guildhall offers Damage Resistances poison
Senses darkvision 60 ft., passive prayer of healing, spiritual weapon*
a place to meet other members of your
(Perception) 14 (warhammer)
profession and those who aid the guild.
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant 3rd Level (3 slots): beacon of hope*,
to the guild. If you miss payments, you dispel magic, remove curse, revivify*
must make up back dues to remain in the Actions 4th Level (3 slots): banishment, death
guild’s good graces. Attack. You can make one of the ward*, guardian of faith*, stone shape
Faction. You are a member of the following attacks (see Divine Strike): 5th Level (1 slot): mass cure wounds*,
Lords’ Alliance, a loose coalition of • Warhammer. Melee Weapon Attack: raise dead*
established political powers concerned * domain spell (Life Domain)
+6 to hit, reach 5 ft., one target.
with mutual security and prosperity.
Personality Trait. A perfectionist, you
Hit: 1d8 + 2 bludgeoning damage
demand a lot from yourself and expect
the most from others. A turned creature must spend its turns
Ideal. It is the duty of civilized people to
Cleric Features
trying to move as far away from you as it
strengthen the bonds of community and Channel Divinity (Recharges after You can, and it can’t willingly move to a space
the security of civilization. Finish a Short or Long Rest). You can within 30 feet of you. It also can’t take
Bond. You aim to prove you are the channel divine energy to create one of the reactions. For its action, it can use only
greatest artisan of them all. following effects. You can do so twice. the Dash action or try to escape from
Flaw. You are greedy. So you can’t part Preserve Life. As an action, you present an effect that prevents it from moving. If
with money easily, and you haggle to get your holy symbol and evoke healing there’s nowhere to move, the creature can
the best possible deal. energy that can restore up to 45 hit use the Dodge action.
points. Choose any creatures within 30
Dwarf Features feet of you, and divide those hit points Life Domain. The Life domain focuses
among them. This feature can restore on the vibrant positive energy—one of
Darkvision. You can see in dim light the fundamental forces of the universe—
a creature to no more than half of its
within 60 feet of you as if it were bright that sustains all life. You gain a number
hit point maximum. You can’t use this
light, and in darkness as if it were dim of domain spells, which are always
feature on an undead or a construct.
light. You can’t discern color in darkness, considered to be prepared, as a result of
Turn Undead. As an action, you present
only shades of gray. this domain. In addition, you have access
your holy symbol and speak a prayer
Stonecunning. You have a +8 bonus on censuring the undead. Each undead that to the following features:
Intelligence (History) checks related to can see or hear you within 30 feet of you Blessed Healer. When you cast a
the origin of stonework. must succeed on a DC 16 Wisdom saving spell of 1st level or higher that restores
throw or become turned for 1 minute or hit points to a creature other than you,
until it takes any damage. If the creature you regain hit points equal to 2 + the
has a challenge rating of 1 or lower, it is spell’s level.
destroyed instead.
Cleric Features (cont’d)
Life Domain (cont’d).
Disciple of Life. When you cast a
spell of 1st level or higher to restore hit
points to a creature, the creature regains
additional hit points equal to 2 + the
spell’s level.
Divine Strike. Once on each of your
turns when you hit a creature with a
weapon attack, you can cause the attack
to deal an extra 1d8 radiant damage
to the target.
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know four cantrips,
which you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do so,
choose up to thirteen cleric spells. The
spells must be of a level for which you
have spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

Equipment
Ancient dwarven crossbow bolt (artistic
example), backpack, badge (guild),
bedroll, holy symbol (set with a 300 gp
worth of diamonds for revivify), common
clothing with cleric vestments, handaxe
(2), healer’s kit, holy water (3), jeweler’s
tools, mess kit, pouch, rations (10 days),
shield (with holy symbol emblazoned),
splint armor, tinderbox, warhammer,
waterskin, money (20 gp, 3 pp)
Dwarf Cleric 10 Character Name • Handaxe. Melee or Ranged Weapon
Attack: +6 to hit, reach 5 ft. or range
“By Moradin’s hammer, be
Medium humanoid (hill dwarf), Life 20/60 ft., one target.
made whole!”
domain, lawful good Hit: 1d6 + 2 slashing damage
Although you started out as
an artisan, you heard the Armor Class 19 (splint, shield) Divine Intervention. Cleric feature
voice of the dwarven deities
Hit Points 93 (Hit Dice 10d8) Preserve Life. Cleric Channel
in the stones you carved and
Speed 25 ft. Divinity feature
metal you shaped. Your acts of artistry
became acts of reverence, causing you Turn Undead. Cleric Channel
STR DEX CON
to desire to exemplify the inner nature of 15 (+2) 8 (−1) 16 (+3) Divinity feature
your people. You joined the clergy, and
your pure dwarven desires allowed you to INT WIS CHA Options
connect to the divine. 10 (+0) 18 (+4) 12 (+1)
Spellcasting. You are a spellcaster
Background (Guild Jeweler) Proficiencies (+4 proficiency bonus) (cleric feature) who uses Wisdom as
Armor all armor, shields your spellcasting ability (spell save DC
Before you became devoted to the
Saving Throws Wis +8, Cha +5; 16; +8 to hit with spell attacks). You
dwarven deities, you were a journeyman
jeweler and gem cutter. Even outside your advantage on saves against have the following spells prepared:
home, you are recognized by your badge being poisoned Cantrips (at will): guidance,
and skill. You have the aid of a loose Skills Insight +8, Medicine +8, mending, sacred flame, spare the dying,
coalition of guilds, and one day you shall Persuasion +5, Religion +4 thaumaturgy
become a master your own right. Seeking Tools brewer’s supplies, 1st Level (4 slots): bless*, cure
such mastery is an act of worship to you.
jeweler’s tools wounds*, detect evil and good, detect
Guild Member. Fellow guild members
can provide you with necessities, and
Weapons battleaxe, simple magic, detect poison and disease, guiding
the guild can use its political power to weapons, warhammer bolt, healing word, protection from
aid you. In some areas, a guildhall offers Damage Resistances poison evil and good
a place to meet other members of your Senses darkvision 60 ft., passive 2nd Level (3 slots): calm emotions,
profession and those who aid the guild. (Perception) 14 enhance ability, lesser restoration*,
You must pay dues of 5 gp per month Languages Common, Dwarvish, Giant prayer of healing, spiritual weapon*
to the guild. If you miss payments, you (warhammer)
must make up back dues to remain in the Actions 3rd Level (3 slots): beacon of hope*,
guild’s good graces. Attack. You can make one of the dispel magic, remove curse, revivify*
Faction. You are a member of the following attacks (see Divine Strike): 4th Level (3 slots): banishment, death
Lords’ Alliance, a loose coalition of • Warhammer. Melee Weapon Attack:
established political powers concerned ward*, guardian of faith*, stone shape
+6 to hit, reach 5 ft., one target. 5th Level (2 slots): flame strike, mass
with mutual security and prosperity.
Personality Trait. A perfectionist, you
Hit: 1d8 + 2 bludgeoning damage cure wounds*, raise dead*
demand a lot from yourself and expect * domain spell (Life Domain)
the most from others.
Ideal. It is the duty of civilized people to until it takes any damage. If the creature
strengthen the bonds of community and
Cleric Features
has a challenge rating of 1 or lower, it is
the security of civilization. Channel Divinity (Recharges after You destroyed instead.
Bond. You aim to prove you are the Finish a Short or Long Rest). You can A turned creature must spend its turns
greatest artisan of them all. channel divine energy to create one of the trying to move as far away from you as it
Flaw. You are greedy. So you can’t part following effects. You can do so twice. can, and it can’t willingly move to a space
with money easily, and you haggle to get Preserve Life. As an action, you present within 30 feet of you. It also can’t take
the best possible deal. your holy symbol and evoke healing reactions. For its action, it can use only
energy that can restore up to 50 hit the Dash action or try to escape from
Dwarf Features points. Choose any creatures within 30 an effect that prevents it from moving. If
Darkvision. You can see in dim light feet of you, and divide those hit points there’s nowhere to move, the creature can
within 60 feet of you as if it were bright among them. This feature can restore use the Dodge action.
light, and in darkness as if it were dim a creature to no more than half of its
hit point maximum. You can’t use this Divine Intervention. As your action, you
light. You can’t discern color in darkness, pray, describing the assistance you seek,
only shades of gray. feature on an undead or a construct.
Turn Undead. As an action, you present and roll percentile dice. If you roll 10 or
Stonecunning. You have a +8 bonus on your holy symbol and speak a prayer lower, your deity intervenes. The DM
Intelligence (History) checks related to censuring the undead. Each undead that chooses the nature of the intervention.
the origin of stonework. can see or hear you within 30 feet of you If your deity intervenes, you can’t use
must succeed on a DC 16 Wisdom saving this feature again for 7 days. Otherwise,
throw or become turned for 1 minute or you can use it again after you finish
a long rest.
Cleric Features (cont’d) Equipment
Life Domain. The Life domain focuses Ancient dwarven crossbow bolt (artistic
on the vibrant positive energy—one of example), backpack, badge (guild),
the fundamental forces of the universe— bedroll, holy symbol (set with a 300 gp
that sustains all life. You gain a number worth of diamonds for revivify), common
of domain spells, which are always clothing with cleric vestments, handaxe
considered to be prepared, as a result of (2), healer’s kit, holy water (4), jeweler’s
this domain. In addition, you have access tools, mess kit, pouch, rations (10 days),
to the following features: shield (with holy symbol emblazoned),
Blessed Healer. When you cast a splint armor, tinderbox, warhammer,
spell of 1st level or higher that restores waterskin, money (20 gp, 3 pp)
hit points to a creature other than you,
you regain hit points equal to 2 + the
spell’s level.
Disciple of Life. When you cast a
spell of 1st level or higher to restore hit
points to a creature, the creature regains
additional hit points equal to 2 + the
spell’s level.
Divine Strike. Once on each of your
turns when you hit a creature with a
weapon attack, you can cause the attack
to deal an extra 1d8 radiant damage
to the target.
Spellcasting. Drawing on the divine
essence of nature, you can cast spells to
shape that essence to your will.
Cantrips. You know five cantrips, which
you can cast at will.
Preparing and Casting Spells. To cast
one of your cleric spells, you must expend
a slot of the spell’s level or higher. You
regain all expended spell slots when you
finish a long rest.
You prepare the list of cleric spells that
are available for you to cast, choosing
from the cleric spell list. When you do so,
choose up to fourteen cleric spells. The
spells must be of a level for which you
have spell slots.
You can change your list of prepared
spells when you finish a long rest. When
you prepare new spells, you must pray
for 1 minute per spell level for each spell
on your list.
Spellcasting Ability. Wisdom is your
spellcasting ability for your cleric
spells, since your magic draws upon
your devotion to the dwarven deities,
especially Moradin. You use your
Wisdom whenever a spell refers to your
spellcasting ability.
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.

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