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Level 5 Satyr Cleric, Grave Domain 6525

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Aquila
Hermit Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Ley Initiate. You can sense the presence of every ley line
STRENGTH Chain Shirt 15 within 1 mile of your location. If you have line of sight to
the line itself, it’s visible to you in some obviously magical
PROFICIENCY BONUS +3
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SHIELD fashion.You can tap ley lines for their inherent
AC powers.When you finish a short rest within 1 mile of a ley
line, you can regain one expended spell slot whose level is
N
CIE C no higher than 4. You can’t use this ability again until you
-1 Strength
Y
PROFI

finish a long rest.


-1
+3 Dexterity
War Caster. You have advantage on Constitution saving
+3 Constitution ARMOR CLASS throws that you make to maintain your concentration on a
DEXTERITY spell when you take damage.You can perform the somatic
+1 Intelligence components of spells even when you have weapons or a
MAXIMUM HIT DICE TEMPORARY

16
shield in one or both hands.When a hostile creature’s
✘ +7 Wisdom
50 5d8 movement provokes an opportunity attack from you, you
✘ +3 Charisma can use your reaction to cast a spell at the creature, rather
CONDITIONAL
than making an opportunity attack. The spell must have a
casting time of 1 action and must target only that
+3 creature.
CURRENT HIT POINTS Spellcasting. You can cast cleric spells as rituals. You can
CONSTITUTION DEATH SAVING THROWS prepare 9 spells from the cleric spell list. You can use a
SAVING THROWS holy symbol as your spellcasting focus.

16 N
CIE C

+3 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Grave Domain. Gods of the grave watch over the line
Y
PROFI

between life and death. To these deities, death and the


RT

EXPE

VISION INSPIRATION EXHAUSTION afterlife are a foundational part of the multiverse. To


+4 Animal Handling (Wis) desecrate the peace of the dead is an abomination.
+3 +1 Arcana (Int)
Channel Divinity (1/Short Rest).
-1 Athletics (Str)
INTELLIGENCE Turn Undead (Action—Channel Divinity). Each undead
+0 Deception (Cha) that can see or hear you within 30 feet of you must make

13 ✘ +4 History (Int) a Wisdom saving throw. If the creature fails its saving
throw, it is turned for 1 minute or until it takes any
✘ +7 Insight (Wis) damage.A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t willingly
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS move to a space within 30 feet of you. It also can’t take
+1 +1 Investigation (Int) reactions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving.
✘ +7 Medicine (Wis) Fey. Your creature type is fey, rather than If there’s nowhere to move, the creature can use the
WISDOM
humanoid. Dodge action.
+1 Nature (Int)

19 ✘ +7 Perception (Wis) Ram. You can use your head and horns to make Destroy Undead. When an undead of CR 1/2 or lower fails
unarmed strikes. If you hit with them, you deal its saving throw against your Turn Undead feature, the
✘ +3 Performance (Cha) 1d4 + -1 bludgeoning damage. creature is instantly destroyed.
✘ +3 Persuasion (Cha) Domain Spells.
+4 ✘ +4 Religion (Int)
Magic Resistance. You have advantage on saving
throws against spells and other magical effects. Circle of Mortality. When rolling dice to restore HP with a
+3 Sleight of Hand (Dex) spell, to a creature at 0HP, instead use the highest number
CHARISMA Mirthful Leaps. Whenever you make a long or high possible for each die. Your spare the dying cantrip, has a
+3 Stealth (Dex) jump, you can add a d8 to the number of feet you range of 30ft and is a bonus action.

11 +4 Survival (Wis) cover, even when making a standing jump. This


extra distance costs movement as normal. Eyes of the Grave. 4 times per long rest, as an action you
SKILLS know the location of any undead within 60 feet of you that
isn’t behind total cover and that isn’t protected from
divination magic.
+0 17 PASSIVE PERCEPTION
Path to the Grave (Action—Channel Divinity). Choose one
creature you can see within 30ft, and curse it until the end
ADVANTAGE
of your next turn. The next time you or an ally of yours hits
the cursed creature with an attack, the creature has
INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS
vulnerability to all of that attack's damage, and then the
curse ends.

NAME RANGE ATTACK DAMAGE / TYPE


Handaxe 20/60 +2 vs AC 1d6-1 slashing
Light, Thrown
FEATURES & TRAITS
Scimitar 5 ft +3 vs AC 1d6+3 slashing
Finesse, Light
Armor Proficiencies. Light Armor, Medium Armor,
Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Lyre, Herbalism kit

Languages. Common, Sylvan, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 23 6'
GENDER AGE HEIGHT WEIGHT
Aquila Blue Long
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
I am utterly serene, even in the face of disaster.
I feel tremendous empathy for all who suffer.

PERSONALITY TRAITS

Free Thinking. Inquiry and curiosity are the pillars of


progress. (Chaotic)

IDEAL

Nothing is more important than the other members


of my hermitage, order, or association.

BOND

I’d risk too much to uncover a lost bit of knowledge.

FLAW BACKGROUND STORY

Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Chain Shirt] 1 20
[Handaxe] 1 2
Scimitar 1 3
Alchemist’s Supplies 1 8
Herbalism Kit 1 3

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

100 1250 0 575 11

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

133.7 lb / 135 lb 270 lb

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

Amulet of Revivify
Chrysoprase(50gp)
Moonstone(50gp)
Onyx(50gp)
Sardonyx(50gp)
2xZicron(50gp)

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Grave Domain

CANTRIPS Guidance Light


Spare the Dying Toll the Dead Word of Radiance

1ST LEVEL 4 SPELL SLOTS ● Bane (Always Prepared) ● False Life (Always Prepared)
Adjust Positioning Alter Arrow’s Fortune Angelic Guardian
Anticipate Weakness Avoid Grievous Injury Beguiling Gift
Blackblood Blackflame Bless
Cauterizing Flame Ceremony Ceremony
Command Converse With Dragon Create or Destroy Water
Cruorwhip Crystalline Eye Cure Wounds
Deep Breath Defy Ruin Detect Chaos and Order
Detect Evil and Good Detect Magic Detect Poison and Disease
Divine Arm Endurance Flurry
Foretell Distraction Freeze Potion Guiding Bolt
Guiding Hand Hand of Helios Healing Word
Helm’s Everwatchful Eye Hobble Mount Inflict Pain
Inflict Wounds Insightful Maneuver Interpret Bone
Kobold’s Fury Light of Lunia Loki’s Gift
Machine Speech Mend Flesh Murmurs of the Restless
Pendulum Protection from Evil and Good Purify Food and Drink
Ray of Respite Reaper’s Scythe Sanctuary
Seer’s Reaction Shield of Devotion Shield of Faith
Slippery Fingers Speak With Inanimate Object Stanch
Starlight Shroud Twist the Skein Veil of Shadow
Withered Sight Zen Archery

2ND LEVEL 3 SPELL SLOTS ● Gentle Repose (Always Prepared) ● Ray of Enfeeblement (Always Prepared)
Aid Analyze Blood Anticipate Attack
Augury Bind Spirit Blessed Halo
Blindness/Deafness Blood Lure Blood Seal
Calm Emotions Charm of Protection Conjure Scarab Swarm
Consecration Continual Flame Desecration
Detect Familiar Distracting Divination Distraction Cascade
Divine Ward Elemental Anguish Enhance Ability
Enhance Greed Find Traps Hand of the Grave
Heartstop Hold Person Holy Missile
Ice Hammer Incandescent Chain Lesser Restoration
Locate Object Mend Wounds Necromantic Burst
Power Word Kneel Prayer of Healing Protection from Poison
Radiating Blade of Tempus Rapid Burrowing Repair Metal
Shade Shadows Brought to Light Shared Sacrifice
Silence Skystrike Snow Fort
Snowblind Stare Soothsayer’s Shield Spiritual Weapon
Starlight Spear Suffer Time Step
Trench Ultraviolet Pulse Vital Mark
Warding Bond Warning Shout Winding Key
Wotan’s Rede Zone of Truth
Wisdom +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Grave Domain

3RD LEVEL 2 SPELL SLOTS ● Revivify (Always Prepared) ● Vampiric Touch (Always Prepared)
Absorbing Ward Accelerate Ameliorate
Animate Blood Animate Dead Anticipate Arcana
Armor of Darkness Beacon of False Life Beacon of Hope
Bestow Curse Blackened Heart Blade of Wrath
Bladebane Catch the Breath Clairvoyance
Create Food and Water Curse of Incompetence Daylight
Dirge of the Dragonlords Dispel Magic Divine Armament
Fast Friends Fatebinding Feign Death
Funeral Pyre Gloomwrought Barrier Glyph of Warding
Hero’s Steel Holy Rain Icy Ring
Incite Greed Invocation from Bahamut Life Transference
Lunar Blessing Magic Circle Maim
Mass Healing Word Mass Hobble Mount Meld into Stone
Mire Motivational Speech Mummify
Nightfall Overclock Protection from Energy
Protective Ice Remove Curse Sacred Ward
Scry Ambush Sending Sidestep Arrow
Soul of the Machine Speak with Dead Spirit Guardians
Spirit Shroud Spiteful Weapon Sudden Dawn
Targeting Foreknowledge Thunderclap Tongues
Water Walk Withering Palm

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

2ND LEVEL See Invisibility (Additional Spell)


Guidance Light Spare the Dying
Divination Cantrip Evocation Cantrip Necromancy Cantrip

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


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

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

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

Toll the Dead Word of Radiance Bane


Necromancy Cantrip Evocation Cantrip 1st-level enchantment

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


RANGE 60 feet RANGE 5 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, M (a holy symbol) COMPONENTS V, S, M (a drop of blood)

You point at one creature you can see within range, and the sound of You utter a divine word, and burning radiance erupts from you. Each Up to three creatures of your choice that you can see within range
a dolorous bell fills the air around it for a moment. The target must creature of your choice that you can see within range must succeed must make Charisma saving throws. Whenever a target that fails this
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If on a Constitution saving throw or take 1d6 radiant damage. saving throw makes an attack roll or a saving throw before the spell
the target is missing any of its hit points, it instead takes 1d12 The spell’s damage increases by 1d6 when you reach 5th level ends, the target must roll a d4 and subtract the number rolled from
necrotic damage. (2d6), 11th level (3d6), and 17th level (4d6). the attack roll or saving throw.
The spell’s damage increases by one die when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). level or higher, you can target one additional creature for each slot
level above 1st.

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

False Life Gentle Repose Ray of Enfeeblement


1st-level necromancy 2nd-level necromancy (ritual) 2nd-level necromancy

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


RANGE Self RANGE Touch RANGE 60 feet
DURATION 1 hour DURATION 10 days DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S, M (a pinch of salt and one copper piece placed on each of the COMPONENTS V, S
corpse’s eyes, which must remain there for the duration)

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You touch a corpse or other remains. For the duration, the target is A black beam of enervating energy springs from your finger toward a
+ 4 temporary hit points for the duration. protected from decay and can’t become undead. The spell also creature within range. Make a ranged spell attack against the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd effectively extends the time limit on raising the target from the dead, On a hit, the target deals only half damage with weapon attacks that
level or higher, you gain 5 additional temporary hit points for each since days spent under the influence of this spell don’t count against use Strength until the spell ends. At the end of each of the target’s
slot level above 1st. the time limit of spells such as raise dead. turns, it can make a Constitution saving throw against the spell. On a
success, the spell ends.

Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
See Invisibility Revivify Vampiric Touch
2nd-level divination 3rd-level necromancy 3rd-level necromancy

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


RANGE Self RANGE Touch RANGE Self
DURATION 1 hour DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (A pinch of Talc and a small sprinkling of powdered silver) COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes) COMPONENTS V, S

For the duration, you see invisible creatures and objects as if they You touch a creature that has died within the last minute. That The touch of your shadow-wreathed hand can siphon force from
were visible, and you can see into the Ethereal Plane. Ethereal creature returns to life with 1 hit point. This spell can’t return to life a others to heal your wounds. Make a melee spell attack against a
creatures and objects appear ghostly and translucent. creature that has died of old age, nor can it restore any missing body creature within your reach. On a hit, the target takes 3d6 necrotic
parts. 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.

Additional Spell Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Backpack Bedroll Mess Kit
Adventuring Gear Adventuring Gear Adventuring Gear

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

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

Tinderbox Torch Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

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

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

Waterskin Rope, Hempen (50 feet) Chain Shirt


Adventuring Gear Adventuring Gear Armor

Rope, whether made of hemp or silk, has 2 hit points and Made of interlocking metal rings, a chain shirt is worn
can be burst with a DC 17 Strength check. between layers of clothing or leather. This armor offers
modest protection to the wearer’s upper body and allows
the sound of the rings rubbing against one another to be
muffled by outer layers.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook 20 lb. Player’s Handbook
Handaxe Scimitar Alchemist’s Supplies
Weapons Weapons Tools

Alchemist’s supplies enable a character to produce useful concoctions,


such as acid or alchemist’s fire.
Components. Alchemist’s supplies include two glass beakers, a
metal frame to hold a beaker in place over an open flame, a glass
stirring rod, a small mortar and pestle, and a pouch of common
alchemical ingredients, including salt, powdered iron, and purified
water.
Arcana. Proficiency with alchemist’s supplies allows you to unlock
more information on Arcana checks involving potions and similar
materials.
Investigation.When you inspect an area for clues, proficiency with
alchemist’s supplies grants additional insight into any chemicals or
other substances that might have been used in the area.
Alchemical Crafting.You can use this tool proficiency to create
alchemical items. A character can spend money to collect raw
materials, which weigh 1 pound for every 50 gp spent. The DM can
allow a character to make a check using the indicated skill with
advantage. As part of a long rest, you can use alchemist’s supplies to
make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or
soap. Subtract half the value of the created item from the total gp
worth of raw materials you are carrying.
ALCHEMIST’S SUPPLIES
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20

2 lb. Player’s Handbook 3 lb. Player’s Handbook 8 lbs. Player’s Handbook

Herbalism Kit
Tools

Proficiency with an herbalism kit allows you to identify plants


and safely collect their useful elements.
Components. An herbalism kit includes pouches to store
herbs, clippers and leather gloves for collecting plants, a mortar
and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can
add insight to your magical studies that deal with plants and
your attempts to identify potions.
Investigation. When you inspect an area overgrown with
plants, your proficiency can help you pick out details and clues
that others might miss.
Medicine. Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your methods of
care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill
in herbalism makes it easier to identify plants and spot sources
of food that others might overlook.
Identify Plants. You can identify most plants with a quick
inspection of their appearance and smell.
HERBALISM KIT
Activity DC
Find plants 15
Identify poison 20

3 lbs. Player’s Handbook

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