Professional Documents
Culture Documents
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
9
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
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
EXPE
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.
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
IDEAL
BOND
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
Amulet of Revivify
Chrysoprase(50gp)
Moonstone(50gp)
Onyx(50gp)
Sardonyx(50gp)
2xZicron(50gp)
#2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +7 15 9
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
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
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
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
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
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.
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.
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
Herbalism Kit
Tools