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Angel, Clériga Aasimar
Angel, Clériga Aasimar
STEALTH DISADVANTAGE
+0
+0 Dexterity
Disciple of Life. Whenever you use a spell of 1st
+3 Constitution ARMOR CLASS level or higher to restore hp to a creature, the
DEXTERITY
+0 Intelligence
creature regains additional hp equal to 2 + the
MAXIMUM HIT DICE TEMPORARY spell’s level.
10 ✘
✘
+5 Wisdom
+2 Charisma
11 1d8
CONDITIONAL
+0
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
16 N
CIE C
+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
RT
EXPE
10 ✘
✘
+2 History (Int)
+5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
✘ +5 Medicine (Wis) Celestial Resistance. You have resistance to
WISDOM
necrotic damage and radiant damage.
+0 Nature (Int)
10 +3 Survival (Wis) feet, and once on each of your turns, you can deal
SKILLS 1 extra radiant damage to one target when you
deal damage to it with an attack or a spell.
+0 13 PASSIVE PERCEPTION
ADVANTAGE
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
I can find common ground between the fiercest thing as channeling divine power.
enemies, empathizing with them and always working
toward peace. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
Nothing can shake my optimistic attitude.
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.
IDEAL
BOND
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
[Scale Mail] 1 45
[Shield] 1 6
Priest’s Pack 1 10
Amulet 1 1
[Mace] 1 4
Crossbow, Light 1 5
0 0 0 0 0
71 lb / 165 lb 330 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Guidance
Sacred Flame
Toll the Dead
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 2 7 0
EPAR
SPELL NAME
ED
PR
✘ Guiding Bolt
SPELLS KNOWN
✘ Healing Word
✘ Shield of Faith
Adjust Positioning
Angelic Guardian
Anticipate Weakness
8 0
Avoid Grievous Injury
Bane
2 0
5 0
9 0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Other Spells
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
Light (Aasimar)
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 0 7 0
EPAR
SPELL NAME
ED
PR
4 0
SPELLS KNOWN
8 0
2 0
5 0
9 0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Guidance Light Sacred Flame
Divination Cantrip Evocation Cantrip Evocation Cantrip
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. Flame-like radiance descends on a creature that you can see within
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 range. The target must succeed on a Dexterity saving throw or take
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 1d8 radiant damage. The target gains no benefit from cover for this
spell then ends. you like. Completely covering the object with something opaque saving throw. The spell’s damage increases by 1d8 when you reach
blocks the light. The spell ends if you cast it again or dismiss it as an 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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 Light Bearer (Aasimar) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You point at one creature you can see within range, and the sound of You bless up to three creatures of your choice within range. You either create or destroy water. Create Water. You create up to
a dolorous bell fills the air around it for a moment. The target must Whenever a target makes an attack roll or a saving throw before the 10 gallons of clean water within range in an open container.
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If spell ends, the target can roll a d4 and add the number rolled to the Alternatively, the water falls as rain in a 30-foot cube within range,
the target is missing any of its hit points, it instead takes 1d12 attack roll or saving throw. extinguishing exposed flames in the area. Destroy Water. You destroy
necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd up to 10 gallons of water in an open container within range.
The spell’s damage increases by one die when you reach 5th level level or higher, you can target one additional creature for each slot Alternatively, you destroy fog in a 30-foot cube within range.
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). level above 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for each slot level above
1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE 120 feet RANGE 60 feet
DURATION Instantaneous DURATION 1 round DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V
A creature you touch regains a number of hit points equal to 1d8 + A flash of light streaks toward a creature of your choice within range. A creature of your choice that you can see within range regains hit
your spellcasting ability modifier. This spell has no effect on undead Make a ranged spell attack against the target. On a hit, the target points equal to 1d4 + your spellcasting ability modifier. This spell has
or constructs. takes 4d6 radiant damage, and the next attack roll made against this no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd target before the end of your next turn has advantage, thanks to the 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 mystical dim light glittering on the target until then. level or higher, the healing increases by 1d4 for each slot level above
1st. At Higher Levels. When you cast this spell using a spell slot of 2nd 1st.
level or higher, the damage increases by 1d6 for each slot level above
1st.
Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Shield of Faith
1st-level abjuration
RANGE 5 ft
ATTACK +2 vs AC
DAMAGE 1d6+0 bludgeoning
Scale Mail Shield Priest’s Pack
Armor Armor Equipment Packs
This armor consists of a coat and leggings (and perhaps a A shield is made from wood or metal and is carried in one Includes a backpack, a blanket, 10 candles, a tinderbox, an
separate skirt) of leather covered with overlapping pieces hand. Wielding a shield increases your Armor Class by 2. alms box, 2 blocks of incense, a censer, vestments, 2 days
of metal, much like the scales of a fish. The suit includes You can benefit from only one shield at a time. of rations, and a waterskin.
gauntlets.
Many creatures in the worlds of D&D, especially those that You have resistance to necrotic damage and radiant As an action, you can touch a creature and cause it to
dwell underground, have darkvision. Within a specified damage. regain a number of hit points equal to your level. Once you
range, a creature with darkvision can see in darkness as if use this trait, you can't use it again until you finish a long
the darkness were dim light, so areas of darkness are only rest.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.
Aasimar Player’s Handbook Aasimar Volo’s Guide to Monsters Aasimar Volo’s Guide to Monsters
You know the light cantrip. Charisma is your spellcasting Starting at 3rd level, you can use your action to unleash the As a conduit for divine power, you can cast cleric spells.
CANTRIPS
ability for it. divine energy within yourself, causing your eyes to glimmer At 1st level, you know three cantrips of your choice from the cleric spell list.
and two luminous, incorporeal wings to sprout from your You learn additional cleric cantrips of your choice at higher levels, as shown in
back. the Cantrips Known column of the Cleric table.
PREPARING AND CASTING SPELLS
Your transformation lasts for 1 minute or until you end it The Cleric table shows how many spell slots you have to cast your cleric
as a bonus action. During it, you have a flying speed of 30 spells of 1st level and higher. To cast one of these spells, you must expend a
feet, and once on each of your turns, you can deal extra slot of the spell’s level or higher. You regain all expended spell slots when you
radiant damage to one target when you deal damage to it finish a long rest.
You prepare the list of cleric spells that are available for you to cast,
with an attack or a spell. The extra radiant damage equals choosing from the cleric spell list. When you do so, choose a number of cleric
your level. spells equal to your Wisdom modifier + your cleric level (minimum of one
Once you use this trait, you can't use it again until you spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two
finish a long rest. 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Preparing a new list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells. The power of your
spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for a cleric spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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.
Aasimar Volo’s Guide to Monsters Protector Aasimar Volo’s Guide to Monsters Cleric Player’s Handbook
Disciple of Life
Archetype Feature