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Cleric 7 (Grave Domain)

CLASS & LEVEL BACKGROUND PLAYER NAME


Reaper Mask
Half-Elf
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 -1 30
16 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+3 PERSONALITY TRAITS

Hit Point Maximum 54


3
Strength
DEXTERITY

9


-1

2
Dexterity
Constitution
54
CURRENT HIT POINTS IDEALS
0
Intelligence
-1 ● 6
Wisdom
● 3
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

15
-1
Acrobatics (Dex) Total 7d8 SUCCESSES
+2
3
Animal Handling (Wis) 7 FAILURES

0
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
3
Athletics (Str)

11 ●


0

3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Scythe +6 1d10+3(10ft.) Darkvision: 60ft


0 ●
6
Insight (Wis) Fey Ancestry: Adv against being
0
Intimidation (Cha)
charmed. Can't be put to sleep by
magic.
WISDOM 0
Investigation (Int)

6
Medicine (Wis)
17 0
Nature (Int)
Polearm Master: as bonus
Channel Divinity: one per rest.
--Turn Undead: each undead within
3
Perception (Wis) 30ft makes WIS save. On fail, turned
+3 action, attack with butt end of for 1 minute or until it take damage.
0
Performance (Cha)
scythe. +6 to hit, 1d4+3 Must spend turn using Dash. Cannot
0
Persuasion (Cha)
CHARISMA damage. Creatures that enter move closer willingly.

3
Religion (Int) If CR is 1/2 or lower, it is destroyed.
your reach provoke
10 -1
Sleight of Hand (Dex)
opportunity attack.
--Path to the Grave: curse creature
-1
Stealth (Dex) within 30ft. Creature has vulnerability
0 to next attack against it.
3
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING Circle of Mortality: When you would


roll die to restore HP to a creature
with 0HP, use the max amount
13 PASSIVE WISDOM (PERCEPTION)
-Half Plate
CP instead.
-Scythe
SP
Spare the dying: use as bonus action,
Common, Elvish range 30ft.
Light/Medium Armor EP
Eyes of the Grave: use action to
All simple weapons sense location of any undead within
Shields GP 20 60ft not in full cover. 3x per rest.

PP
Death's Door: As a reaction, when
creature within 30ft. suffers critical hit,
turn into normal hit. 3x per rest.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TOLL THE DEAD***Not on spell sheet


Necromancy cantrip
Casting Time: l action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range,
and the sound of a dolorous bell fills the air around it
for a moment. The target must succeed on a Wisdom
saving throw or take 2d8 necrotic damage. If the target
is missing any of its hit points, it instead takes 2dl2 necrotic
damage.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric WIS 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Spare the Dying Revivify
Toll the Dead Vampiric Touch
Sacred Flame Mass Healing Word
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bane

False Life
4 1
Cure Wounds

Inflict Wounds Blight


SPELLS KNOWN

Death Ward

Banishment

2 3
Ray of Enfeeblement

Hold Person

Spiritual Weapon
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Sacred Flame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant
damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spare the Dying


Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.


You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven,
or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving
throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or
saving throw.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or
constructs.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

False Life
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

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 slot level above 1st.

Inflict Wounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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 above 1st.

Hold Person
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end
of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet of each other when you target them.
Ray of Enfeeblement
2nd-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit,
the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Spiritual Weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can
make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting
ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his
mace and Thor for his hammer) make this spell's effect resemble that weapon.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Mass Healing Word


3rd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your
spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Revivify
3rd-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (diamonds worth 300gp, which the spell consumes)
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that
has died of old age, nor can it restore any missing body parts.
Vampiric Touch
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within
your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the
spell ends, you can make the attack again on each of your turns as an action.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Banishment
4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw
or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The
target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is
occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home
plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is
occupied. Otherwise, the target doesn't return.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Blight
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must
make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell
has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Death Ward
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead
negated against the target, and the spell ends.

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