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Cleric [Trickery Charlatan Akanay

CLASS & LEVEL BACKGROUND PLAYER NAME


Virgil Domain] (1)
Tiefling (SCAG Non-winged Variant)/Devil's Tongue
Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +1 30
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 9


-1 Strength
DEXTERITY
+1 Dexterity

+1 +1 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS

13 +4 Wisdom
+5 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +1 Acrobatics (Dex) SUCCESSES


13 +2 Animal Handling (Wis)
1x(1d8+1)
FAILURES

0 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE -1 Athletics (Str)

0 +5 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Backpack
Crossbow, light +3 1d8 + 1 piercing Bedroll
10 +4 Insight (Wis)
Chain mail
+3 Intimidation (Cha) Mace +1 1d6 - 1 bludgeoning Clothes, fine
WISDOM 0 Investigation (Int) Crossbow bolt x20
Disguise Kit
+2 Medicine (Wis)
+2 0 Nature (Int) Number of Attacks: 1
Emblem
Mess kit
Pouch
+2 Perception (Wis) Rations (1 day) x10
15
+3 Performance (Cha) Rope, hempen
Shield
+5 Persuasion (Cha) Tinderbox
CHARISMA
0 Religion (Int) Torch x10
+3 +3 Sleight of Hand (Dex)
Waterskin

+1 Stealth (Dex)
16 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Disguise Kit; Forgery Kit

Weapon Proficiencies: Simple


EP

Armor Proficiencies: Light; Medium; Shields

Language Proficiencies: Common; Infernal


GP
15
PP

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
? 1.72 62 kg
AGE HEIGHT WEIGHT
Virgil Red Purple Black and Purple, Short
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Spare the Dying
Thaumaturgy
Toll the Dead

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Ceremony

Charm Person (Domain)


SPELLS KNOWN

Command

Create or Destroy Water

Cure Wounds

Defy Ruin

Detect Evil and Good

Detect Magic
8
Detect Poison and Disease

Disguise Self (Domain)

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Elevated Sight

Frost Fingers
4
Guiding Bolt

Healing Word
SPELLS KNOWN

Inflict Wounds

Mend Flesh

Protection from Evil and Good

Purify Food and Drink

Sanctuary

Shield of Faith
8
Starlight Shroud

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Devil's Tongue Charisma 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Vicious Mockery

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

Darkvision: 60 ft.
Damage Resistances: fire

-----------Other Traits------------
Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of
the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail;
leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.

Blessing of the Trickster. Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it
advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Devil's Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait.
When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma
is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.

Equipment. You possess the tools of the con of your choice. Choose from the following and add it to your inventory manually.

- ten stoppered bottles filled with colored liquid


- a set of weighted dice
- a deck of marked cards
- a signet ring of an imaginary duke.

False Identity. You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that
persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or
the handwriting you are trying to copy.

Hellish Resistance. You have resistance to fire damage.


Page 1

Bane Bless Ceremony


Cleric Level 1 Enchantment DC 12 Spell Mod +4 Cleric Level 1 Enchantment DC 12 Spell Mod +4 Cleric Level 1 Abjuration DC 12 Spell Mod +4
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 hr (ritual)
Touch V,S,M Inst
A drop of blood A sprinkling of holy water 25 gp worth of powdered silver, which the spell
consumes

Up to three creatures of your choice that you You bless up to three creatures of your choice You perform a special religious ceremony that
can see within range must make Charisma within range. Whenever a target makes an is infused with magic. When you cast the spell,
saving throws. Whenever a target that fails attack roll or a saving throw before the spell choose one of the following rites, the target of
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the which must be within 10 feet of you
saving throw before the spell ends, the target number rolled to the attack roll or saving throughout the casting. Atonement: You
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this touch one willing creature whose alignment
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, has changed, and you make a DC 20 Wisdom
Levels. When you cast this spell using a spell you can target one additional creature for each (Insight) check. On a successful check, you
slot of 2nd level or higher, you can target one slot level above 1st. restore the target to its original alignment.
additional creature for each slot level above Bless Water: You touch one vial of water and
1st. cause it to become holy water. Coming of Age:
You touch one humanoid who is a young
adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4
and add the number rolled to the ability check.
A creature can benefit from this rite only once.
Dedication: You touch one humanoid who
wishes to be dedicated to your god’s service.
For the next 24 hours, whenever the target

Charm Person Command Create or Destroy Water


Cleric Level 1 Enchantment DC 12 Spell Mod +4 Cleric Level 1 Enchantment DC 12 Spell Mod +4 Cleric Level 1 Transmutation DC 12 Spell Mod +4
1 Act. 30 ft V,S 1 hr 1 Act. 60 ft V 1 Rnd 1 Act. 30 ft V,S,M Inst
A drop of water if creating water or a few grains of
sand if destroying it

You attempt to charm a humanoid you can see You speak a one-word command to a creature You either create or destroy water. Create
within range. It must make a Wisdom saving you can see within range. The target must Water. You create up to 10 gallons of clean
throw, and does so with advantage if you or succeed on a Wisdom saving throw or follow water within range in an open container.
your companions are fighting it. If it fails the the command on its next turn. The spell has no Alternatively, the water falls as rain in a
saving throw, it is charmed by you until the effect if the target is undead, if it doesn't 30-foot cube within range, extinguishing
spell ends or until you or your companions do understand your language, or if your exposed flames in the area. Destroy Water.
anything harmful to it. The charmed creature command is directly harmful to it. Some You destroy up to 10 gallons of water in an
regards you as a friendly acquaintance. When typical commands and their effects follow. open container within range. Alternatively,
the spell ends, the creature knows it was You might issue a command other than one you destroy fog in a 30-foot cube within range.
charmed by you. At Higher Levels. When you described here. If you do so, the GM At Higher Levels. When you cast this spell
cast this spell using a spell slot of 2nd level or determines how the target behaves. If the using a spell slot of 2nd level or higher, you
higher, you can target one additional creature target can't follow your command, the spell create or destroy 10 additional gallons of
for each slot level above 1st. The creatures ends. Approach. The target moves toward you water, or the size of the cube increases by 5
must be within 30 feet of each other when you by the shortest and most direct route, ending feet, for each slot level above 1st.
target them. its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone

Cure Wounds Defy Ruin Detect Evil and Good


Cleric Level 1 Evocation DC 12 Spell Mod +4 Cleric Level 1 Abjuration DC 12 Spell Mod +4 Cleric Level 1 Divination DC 12 Spell Mod +4
1 Act. Touch V,S Inst 1 Act. 30 ft V,S 8 hrs 1 Act. Self V,S Conc, 10 mins

A creature you touch regains a number of hit Preserve stability, for the world must persist. For the duration, you know if there is an
points equal to 1d8 + your spellcasting ability You point to an object that you can see, filling aberration, celestial, elemental, fey, fiend, or
modifier. This spell has no effect on undead or it with preservative magic. The object gains undead within 30 feet of you, as well as where
constructs. At Higher Levels. When you cast resistance to all damage, and cannot be the creature is located. Similarly, you know if
this spell using a spell slot of 2nd level or damaged by any effect that would inflict less there is a place or object within 30 feet of you
higher, the healing increases by 1d8 for each than 5 damage. You can touch the object as a that has been magically consecrated or
slot level above 1st. bonus action to remove this magical effect. desecrated. The spell can penetrate most
At Higher Levels: When you cast this spell barriers, but it is blocked by 1 foot of stone, 1
using a spell slot of 2nd level or higher, the inch of common metal, a thin sheet of lead, or
duration increases by 8 hours per spell slot 3 feet of wood or dirt.
level above 1st.
Page 1 (reverse)

Ceremony (reverse)
makes a saving throw, it can roll a d4 and add
the number rolled to the save. A creature can
benefit from this rite only once. Funeral Rite:
You touch one corpse, and for the next 7 days,
the target can’t become undead by any means
short of a wish spell. Wedding: You touch
adult humanoids willing to be bonded
together in marriage. For the next 7 days, each
target gains a +2 bonus to AC while they are
within 30 feet of each other. A creature can
benefit from this rite again only if widowed.

Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Detect Magic Detect Poison and Disease Disguise Self


Cleric Level 1 Divination DC 12 Spell Mod +4 Cleric Level 1 Divination DC 12 Spell Mod +4 Cleric Level 1 Illusion DC 12 Spell Mod +4
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 Act. Self V,S 1 hr
A yew leaf

For the duration, you sense the presence of For the duration, you can sense the presence You make yourself—including your clothing,
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, armor, weapons, and other belongings on
in this way, you can use your action to see a and diseases within 30 feet of you. You also your person— look different until the spell
faint aura around any visible creature or identify the kind of poison, poisonous ends or until you use your action to dismiss it.
object in the area that bears magic, and you creature, or disease in each case. The spell can You can seem 1 foot shorter or taller and can
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 appear thin, fat, or in between. You can't
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin change your body type, so you must adopt a
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. form that has the same basic arrangement of
sheet of lead, or 3 feet of wood or dirt. limbs. Otherwise, the extent of the illusion is
up to you. The changes wrought by this spell
fail to hold up to physical inspection. For
example, if you use this spell to add a hat to
your outfit, objects pass through the hat, and
anyone who touches it would feel nothing or
would feel your head and hair. If you use this
spell to appear thinner than you are, the hand
of someone who reaches out to touch you
would bump into you while it was seemingly
still in midair. To discern that you are

Elevated Sight Frost Fingers Guiding Bolt


Cleric Level 1 Divination DC 12 Spell Mod +4 Cleric Level 1 Evocation DC 12 Spell Mod +4 Cleric Level 1 Evocation DC 12 Spell Mod +4
1 Act. self V,S 1 min Concentrat 1 Act. Self V,S Inst 1 Act. 120 ft V,S 1 Rnd

You cast your eyes skyward, granting you Freezing cold blasts from your fingertips in a A flash of light streaks toward a creature of
sight from a higher vantage point. You can 15-foot cone. Each creature in that area must your choice within range. Make a ranged spell
project your vision to see through an invisible make a Constitution saving throw, taking 2d8 attack against the target. On a hit, the target
sensor you can place in a spot up to 120 feet cold damage on a failed save, or half as much takes 4d6 radiant damage, and the next attack
above you. You can see through the sensor as if damage on a successful one. The cold freezes roll made against this target before the end of
you were flying, granting a full 360 degree nonmagical liquids in the area that aren't your next turn has advantage, thanks to the
view from its location. The sensor moves with being worn or carried. At Higher Levels. When mystical dim light glittering on the target until
you, though it retains its height in relation to you cast this spell using a spell slot of 2nd level then. At Higher Levels. When you cast this
you. You can use a bonus action to adjust the or higher, the damage increases by 1d8 for spell using a spell slot of 2nd level or higher,
sensor’s height, but only to a maximum of 120 each slot level above 1st. the damage increases by 1d6 for each slot level
feet above you. While looking through this above 1st.
sensor you are blind, though you can switch
between seeing through the sensor or through
your own eyes at any time during your turn

Healing Word Inflict Wounds Mend Flesh


Cleric Level 1 Evocation DC 12 Spell Mod +4 Cleric Level 1 Necromancy DC 12 Spell Mod +4 Cleric Level 1 Transmutation DC 12 Spell Mod +4
1 B.A. 60 ft V Inst 1 Act. Touch V,S Inst 1 Act. Touch V,S,M Inst
A needle and thread

A creature of your choice that you can see Make a melee spell attack against a creature The body is a vessel for the soul, and the soul
within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10 calls to itself. You stitch closed an open wound
your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you or reattach a whole limb severed in the past
has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or minute. If the target is alive or undead, they
Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each regain hit points equal to their Constitution
spell slot of 2nd level or higher, the healing slot level above 1st. modifier (minimum 1). If a limb was
increases by 1d4 for each slot level above 1st. reattached, until the creature finishes a long
rest, they suffer disadvantage on all checks
that require them to use the reattached limb. If
the limb is a leg, their movement speed is
halved during this time. If the limb is an arm,
they suffer disadvantage on attack rolls with
weapons held using the arm during this time.
At Higher Levels: When you cast this spell
using a slot of 2nd level or higher, the time
limit increases by 10 minutes per slot level
about 1st and the target regains additional hit
points equal to their Constitution modifier per
slot level above 1st.
Page 2 (reverse)

Disguise Self (reverse)


disguised, a creature can use its action to
inspect your appearance and must succeed on
an Intelligence (Investigation) check against
your spell save DC.
Page 3

Protection from Evil and Good Purify Food and Drink Sanctuary
Cleric Level 1 Abjuration DC 12 Spell Mod +4 Cleric Level 1 Transmutation DC 12 Spell Mod +4 Cleric Level 1 Abjuration DC 12 Spell Mod +4
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min
Holy water or powdered silver and iron, which the A small silver mirror
spell consumes

Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or a
fey, fiends, and undead. The protection grants rendered free of poison and disease. harmful spell must first make a Wisdom
several benefits. Creatures of those types have saving throw. On a failed save, the creature
disadvantage on attack rolls against the target. must choose a new target or lose the attack or
The target also can't be charmed, frightened, spell. This spell doesn't protect the warded
or possessed by them. If the target is already creature from area effects, such as the
charmed, frightened, or possessed by such a explosion of a fireball. If the warded creature
creature, the target has advantage on any new makes an attack or casts a spell that affects an
saving throw against the relevant effect. enemy creature, this spell ends.

Shield of Faith Spare the Dying Starlight Shroud


Cleric Level 1 Abjuration DC 12 Spell Mod +4 Cleric - Necromancy cantrip DC 12 Spell Mod +4 Cleric Level 1 Abjuration DC 12 Spell Mod +4
1 B.A. 60 ft V,S,M Conc, 10 mins 1 Act. Touch V,S Inst 1 Act. Self V,S 10 mins
A small parchment with a bit of holy text written on
it

A shimmering field appears and surrounds a You touch a living creature that has 0 hit Ghostly starlight surrounds your body,
creature of your choice within range, granting points. The creature becomes stable. This spell casting bright light in a 10-foot radius and dim
it a +2 bonus to AC for the duration. has no effect on undead or constructs. light for an additional 10 feet. The first time
you take damage after casting this spell, the
starlight explodes outward and the spell ends.
Each creature within 10 feet of you must make
a Dexterity saving throw, taking 2d10 radiant
damage on a failed save, or half as much
damage on a successful one. 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.

Thaumaturgy Toll the Dead Vicious Mockery


Cleric - Transmutation cantrip DC 12 Spell Mod +4 Cleric - Necromancy cantrip DC 12 Spell Mod +4 Devil's Tongue - Enchantment cantrip DC 13 Spell
Mod +5
1 Act. 30 ft V Up to 1 min 1 Act. 60 ft V,S Inst 1 Act. 60 ft V Inst

You manifest a minor wonder, a sign of You point at one creature you can see within Choose a creature you can see. If it can hear
supernatural power, within range. You create range, and the sound of a dolorous bell fills the you, it must pass a Wisdom save or take 1d4
one of the following magical effects within air around it for a moment. The target must psychic damage and have disadvantage on its
range: • Your voice booms up to three times as succeed on a Wisdom saving throw or take 1d8 next attack roll before the end of its next turn.
loud as normal for 1 minute. • You cause necrotic damage. If the target is missing any of The damage increases by 1d4 when you
flames to flicker, brighten, dim, or change its hit points, it instead takes 1d12 necrotic reach 5th, 11th, and 17th level.
color for 1 minute. • You cause harmless damage. The spell’s damage increases by one
tremors in the ground for 1 minute. • You die when you reach 5th level (2d8 or 2d12), 11th
create an instantaneous sound that originates level (3d8 or 3d12), and 17th level (4d8 or 4d12).
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.
Page 3 (reverse)

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