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Cleric [Light Domain] (1) Acolyte Alucardrx

CLASS & LEVEL BACKGROUND PLAYER NAME


Kriga Fasthelm
Dwarf/Hill Dwarf Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 +2 25
+1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

12 PERSONALITY TRAITS

Hit Point Maximum 11


+1 Strength
DEXTERITY
+2 Dexterity

+2 +2 Constitution
CURRENT HIT POINTS IDEALS
-1 Intelligence
14 ● +5 Wisdom
● +2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
+2 Acrobatics (Dex) SUCCESSES
15 +3 Animal Handling (Wis)
1x(1d8+2)
FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +1 Athletics (Str)

-1 0
-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

Crossbow, light +4 1d8+2 piercing Alms Box


8 ● +5 Insight (Wis)
Backpack
0 Intimidation (Cha) Warhammer +3 1d8+1 bludgeoning
Blanket
WISDOM -1 Investigation (Int)
● +5 Medicine (Wis)
Candle x10
+3 -1 Nature (Int)
Censer
Number of Attacks: 1 Scale mail
● +5 Perception (Wis)
16 Clothes, common
0 Performance (Cha)
● +2 Persuasion (Cha)
Crossbow bolt x20
CHARISMA
-1 Religion (Int)
Emblem
0 +2 Sleight of Hand (Dex)
Incense x2
+2 Stealth (Dex)
Pouch
10
+3 Survival (Wis)
Rations (1 day) x2
Shield
SKILLS ATTACKS & SPELLCASTING
Tinderbox
Torch
15 PASSIVE WISDOM (PERCEPTION)
CP Vestements
Waterskin
SP
Tool Proficiencies: Smith's Tools

Weapon Proficiencies: Battleaxe; EP


Handaxe; Light hammer; Simple;
Warhammer GP 15
Armor Proficiencies: Light; Medium;
Shields PP

Language Proficiencies: Common;


Dwarvish; Goblin; Orc
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
57
AGE HEIGHT WEIGHT
Kriga Fasthelm
Blue Red
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 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Resistance
Sacred Flame
Light

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Bane

Bless
4
Command

● Create or Destroy Water


SPELLS KNOWN

● Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Guiding Bolt

Healing Word
8
Inflict Wounds

Protection from Evil and Good

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
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

Purify Food and Drink

Sanctuary
4
Shield of Faith

● Faerie Fire (Domain)


SPELLS KNOWN

● Burning Hands (Domain)

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

Darkvision: 60 ft.
Damage Resistances: poison

-----------Other Traits------------
Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are
attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose
disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An
attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You
regain all expended uses when you finish a long rest.

Dwarven Resilience. Advantage on poison saves, resistance to poison damage.

Stonecunning. 2X prof bonus on stonework-related history checks.


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Bane Bless Command


Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5 Cleric Level 1 Enchantment DC 13 Spell Mod +5
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V 1 Rnd
A drop of blood A sprinkling of holy water

Up to three creatures of your choice that you You bless up to three creatures of your choice You speak a one-word command to a creature
can see within range must make Charisma within range. Whenever a target makes an you can see within range. The target must
saving throws. Whenever a target that fails attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the the command on its next turn. The spell has no
saving throw before the spell ends, the target number rolled to the attack roll or saving effect if the target is undead, if it doesn't
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this understand your language, or if your
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some
Levels. When you cast this spell using a spell you can target one additional creature for each typical commands and their effects follow.
slot of 2nd level or higher, you can target one slot level above 1st. You might issue a command other than one
additional creature for each slot level above described here. If you do so, the GM
1st. determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
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

Create or Destroy Water Cure Wounds Detect Evil and Good


Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5
1 Act. 30 ft V,S,M Inst 1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins
A drop of water if creating water or a few grains of
sand if destroying it

You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each that has been magically consecrated or
You destroy up to 10 gallons of water in an slot level above 1st. desecrated. The spell can penetrate most
open container within range. Alternatively, barriers, but it is blocked by 1 foot of stone, 1
you destroy fog in a 30-foot cube within range. inch of common metal, a thin sheet of lead, or
At Higher Levels. When you cast this spell 3 feet of wood or dirt.
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.

Detect Magic (ritual) Detect Poison and Disease (ritual) Guidance


Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric Level 1 Divination DC 13 Spell Mod +5 Cleric - Divination cantrip DC 13 Spell Mod +5
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 Act. Touch V,S Conc, 1 min
A yew leaf

For the duration, you sense the presence of For the duration, you can sense the presence You touch one willing creature. Once before
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, the spell ends, the target can roll a d4 and add
in this way, you can use your action to see a and diseases within 30 feet of you. You also the number rolled to one ability check of its
faint aura around any visible creature or identify the kind of poison, poisonous choice. It can roll the die before or after
object in the area that bears magic, and you creature, or disease in each case. The spell can making the ability check. The spell then ends.
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
sheet of lead, or 3 feet of wood or dirt.
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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.
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Guiding Bolt Healing Word Inflict Wounds


Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Evocation DC 13 Spell Mod +5 Cleric Level 1 Necromancy DC 13 Spell Mod +5
1 Act. 120 ft V,S 1 Rnd 1 B.A. 60 ft V Inst 1 Act. Touch V,S Inst

A flash of light streaks toward a creature of A creature of your choice that you can see Make a melee spell attack against a creature
your choice within range. Make a ranged spell within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10
attack against the target. On a hit, the target your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you
takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or
roll made against this target before the end of Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each
your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing slot level above 1st.
mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st.
then. At Higher Levels. When you cast this
spell using a spell slot of 2nd level or higher,
the damage increases by 1d6 for each slot level
above 1st.

Protection from Evil and Good Purify Food and Drink (ritual) Resistance
Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Transmutation DC 13 Spell Mod +5 Cleric - Abjuration cantrip DC 13 Spell Mod +5
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 Act. Touch V,S,M Conc, 1 min
Holy water or powdered silver and iron, which the A miniature cloak
spell consumes

Until the spell ends, one willing creature you All nonmagical food and drink within a You touch one willing creature. Once before
touch is protected against certain types of 5-foot-radius sphere centered on a point of the spell ends, the target can roll a d4 and add
creatures: aberrations, celestials, elementals, your choice within range is purified and the number rolled to one saving throw of its
fey, fiends, and undead. The protection grants rendered free of poison and disease. choice. It can roll the die before or after
several benefits. Creatures of those types have making the saving throw. The spell then ends.
disadvantage on attack rolls against the target.
The target also can't be charmed, frightened,
or possessed by them. If the target is already
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.

Sacred Flame Sanctuary Shield of Faith


Cleric - Evocation cantrip DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5 Cleric Level 1 Abjuration DC 13 Spell Mod +5
1 Act. 60 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins
A small silver mirror A small parchment with a bit of holy text written on
it

Flame-like radiance descends on a creature You ward a creature within range against A shimmering field appears and surrounds a
that you can see within range. The target must attack. Until the spell ends, any creature who creature of your choice within range, granting
succeed on a Dexterity saving throw or take targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
1d8 radiant damage. The target gains no harmful spell must first make a Wisdom
benefit from cover for this saving throw. The saving throw. On a failed save, the creature
spell's damage increases by 1d8 when you must choose a new target or lose the attack or
reach 5th level (2d8), 11th level (3d8), and 17th spell. This spell doesn't protect the warded
level (4d8). creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.
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