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CHARACTER LEVEL, RACE, & CLASS EXPERIENCE

CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR
STRENGTH
PROFICIENCY BONUS
10
+0
+0
SHIELD
AC

N
CIE C

+0 Strength
10
Y
PROFI

+0 Dexterity

+0 Constitution ARMOR CLASS


DEXTERITY
+0 Intelligence
MAXIMUM TEMPORARY

+0
HIT DICE
+0 Wisdom
0d0
+0 Charisma

10
CONDICIONAL

CURRENT HIT POINTS


CONSTITUTION SUCCESSES
DEATH SAVING THROWS
FAILURES
SAVING THROWS

+0 N
CIE C

+0 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION

10
+0 Animal Handling (Wis)
+0 Arcana (Int)
+0 Athletics (Str)
INTELLIGENCE +0 Deception (Cha)

+0 +0 History (Int)
+0 Insight (Wis)
+0 Intimidation (Cha)
10 +0 Investigation (Int)
SPEED, SENSES, & CONDITIONS

+0 Medicine (Wis)
WISDOM
+0 Nature (Int)

+0 +0 Perception (Wis)
+0 Actuación (Car)

10
+0 Performance (Cha)

+0 Religion (Int)
+0 Sleight of Hand (Dex)
CHARISMA
+0 Stealth (Dex)

+0 +0 Survival (Wis)
HABILIDADES

10 10 PASSIVE PERCEPTION (Wis)

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE

FEATURES & TRAITS

Armor Proficiencies.

Weapon Proficiencies.

Tool Proficiencies.

Languages.

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES


GENDER AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Deep Delver

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES
ADVENTURING GEAR # lb MAGIC ITEMS # lb

ATTUNED MAGIC ITEMS 0 / 0


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

0 lb / 0 lb 0 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS


HABILIDAD DE BONIFICACIÓN DE CD DE TIRADAD HECHIZOS PARA
SPELLCASTING ATAQUE DE HECHIZO DE SALVACIÓN PREPARAR

TRUCOS

1er NIVEL 4 Espacios de hechizo ● Adjust Positioning ● Anticipate Weakness


● Bless (Always Prepared) ● Cure Wounds (Always Prepared)
● Seer’s Reaction ● Speak With Inanimate Object
Angelic Guardian Bane
Cauterizing Flame Ceremony
Converse With Dragon Create or Destroy Water
Defy Ruin Detect Chaos and Order
Detect Magic Detect Poison and Disease
Flurry Foretell Distraction
Guiding Hand Healing Word
Hobble Mount Inflict Wounds
Interpret Bone Kobold’s Fury
Loki’s Gift Machine Speech
Murmurs of the Restless Pendulum
Purify Food and Drink Ray of Respite
Shield of Devotion Shield of Faith
Stanch Twist the Skein
Withered Sight Zen Archery

2nd Nivil 3 Espacios de hechizo ● Holy Missile ● Lesser Restoration (Always Prepared)
● Time Step Aid
Anticipate Attack Augury
Blessed Halo Blindness/Deafness Blood Lure
Calm Emotions Conjure Scarab Swarm Consecration
Continual Flame Desecration Detect Familiar
Distracting Divination Distraction Cascade Divine Ward
Elemental Anguish Enhance Ability Enhance Greed
Find Traps Gentle Repose Heartstop
Hold Person Ice Hammer Locate Object
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 Suffer
Trench Vital Mark Warding Bond
Warning Shout Winding Key Wotan’s Rede
Zone of Truth
CARISMA +7 15 9
HABILIDAD DE BONIFICACIÓN DE CD DE TIRADAD HECHIZOS PARA
ATAQUE DE HECHIZO DE SALVACIÓN PREPARAR
Clerigo, Life Domain SPELLCASTING

3er nivel 2 Espacios de hechizo ● Beacon of Hope (Always Prepared) ● Revivify (Always Prepared)
● Targeting Foreknowledge Absorbing Ward Accelerate
Ameliorate Animate Dead Anticipate Arcana
Armor of Darkness 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
Fast Friends Fatebinding Feign Death
Funeral Pyre Gloomwrought Barrier Glyph of Warding
Hero’s Steel Incite Greed Invocation from Bahamut
Life Transference Lunar Blessing Magic Circle
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
Thunderclap Tongues Water Walk
Withering Palm
Sacred Flame Spare the Dying Thaumaturgy
Evocation Cantrip Necromancy Cantrip Transmutation Cantrip

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


RANGE 60 feet RANGE Touch RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

Flame-like radiance descends on a creature that you can see within You touch a living creature that has 0 hit points. The creature You manifest a minor wonder, a sign of supernatural power, within
range. The target must succeed on a Dexterity saving throw or take becomes stable. This spell has no effect on undead or constructs. range. You create one of the following magical effects within range:
1d8 radiant damage. The target gains no benefit from cover for this • Your voice booms up to three times as loud as normal for 1
saving throw. The spell’s damage increases by 1d8 when you reach minute.
5th level (2d8), 11th level (3d8), and 17th level (4d8). • You cause flames to flicker, brighten, dim, or change color for 1
minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates 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.

Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook

Toll the Dead Adjust Positioning Anticipate Weakness


Necromancy Cantrip 1st-level transmutation (battle) 1st-level divination (combat)

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 30 feet RANGE Self
DURATION Instantaneous DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

You point at one creature you can see within range, and the sound of You adjust the location of an ally to a better tactical position. You With a quick glance into the future, you pinpoint where a gap is
a dolorous bell fills the air around it for a moment. The target must move one willing creature 5 feet. This movement does not provoke about to open in your foe’s defense and then you strike. Upon
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If opportunity attacks. The creature moves bodily through the casting anticipate weakness, you have advantage on attack rolls until
the target is missing any of its hit points, it instead takes 1d12 intervening space (as opposed to teleporting or gating), so there can the end of your turn.
necrotic damage. be no physical blockage (wall, door) between them.
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 an additional willing creature for each
slot level above 1st.

Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Deep Magic: Battle Magic Prepared (Cleric) Deep Magic: Combat Divination

Avoid Grievous Injury Bless Cure Wounds


1st-level divination (combat) 1st-level enchantment 1st-level evocation

CASTING TIME 1 reaction, when you are struck by a critical hit CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (a sprinkling of holy water) COMPONENTS V, S

You cast this spell when a foe strikes you with a critical hit but before You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 +
damage dice are rolled. The critical hit against you becomes a normal Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead
hit. spell ends, the target can roll a d4 and add the number rolled to the or constructs.
attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd
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
level or higher, you can target one additional creature for each slot 1st.
level above 1st.

Prepared (Cleric) Deep Magic: Combat Divination Life Domain (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook
Guiding Bolt Seer’s Reaction Speak With Inanimate Object
1st-level evocation 1st-level divination (combat) 1st-level divination (ritual, hieroglyph)

CASTING TIME 1 action CASTING TIME 1 reaction, at the start of any other creature's turn CASTING TIME 1 action
RANGE 120 feet RANGE Self RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

A flash of light streaks toward a creature of your choice within range. Your foreknowledge allows you to act before others because you You awaken a spirit that resides inside an inanimate object such as a
Make a ranged spell attack against the target. On a hit, the target knew this was going to happen. When you cast this spell, reroll your rock, sign, or table, and can ask it questions. The spirit is neutral
takes 4d6 radiant damage, and the next attack roll made against this Dexterity check for initiative with a +5 bonus. Your initiative equals toward you unless you’ve done something to harm or help it. The
target before the end of your next turn has advantage, thanks to the the higher of the two results. If that number is higher than the spirit can give you information about its environment and about
mystical dim light glittering on the target until then. current initiative number, take your turn immediately but switch to things it has observed (with its limited senses), and it can act as a spy
At Higher Levels. When you cast this spell using a spell slot of 2nd the higher number next round. for you in certain situations.
level or higher, the damage increases by 1d6 for each slot level above
1st.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Deep Magic: Combat Divination Prepared (Cleric) Deep Magic: Hieroglyph Magic

Holy Missile Lesser Restoration Spiritual Weapon


2nd-level evocation 2nd-level abjuration 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 120 feet RANGE Touch RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You create three glowing darts of holy energy. Each dart hits a You touch a creature and can end either one disease or one condition You create a floating, spectral weapon within range that lasts for the
creature of your choice that you can see within range. Each dart heals afflicting it. The condition can be blinded, deafened, paralyzed, or duration or until you cast this spell again. When you cast the spell,
its target for 1d4 hit points. The darts all strike simultaneously, and poisoned. you can make a melee spell attack against a creature within 5 feet of
you can direct them to hit one creature or several. the weapon. On a hit, the target takes force damage equal to 1d8 +
your spellcasting ability modifier. As a bonus action on your turn, you
can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you
choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.

Prepared (Cleric) Grimlore’s Grimoire Life Domain (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook

Time Step Beacon of Hope Revivify


2nd-level conjuration (temporal) 3rd-level abjuration 3rd-level necromancy

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


RANGE Self RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes)

You briefly step forward in time. You disappear from your location This spell bestows hope and vitality. Choose any number of creatures You touch a creature that has died within the last minute. That
and reappear at the beginning of your next turn in a location within within range. For the duration, each target has advantage on Wisdom creature returns to life with 1 hit point. This spell can’t return to life a
30 feet of the space you disappeared from. You can’t be affected by saving throws and death saving throws, and regains the maximum creature that has died of old age, nor can it restore any missing body
anything that happens during the interval you’re missing, and you number of hit points possible from any healing. parts.
aren’t aware of anything that happens during that time.

Prepared (Cleric) Deep Magic: Time Magic Life Domain (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook
Targeting Foreknowledge
3rd-level divination (combat)

CASTING TIME 1 bonus action


RANGE Self
DURATION Instantaneous
COMPONENTS V

Twisting the knife, slapping with the butt of the spear, cutting again
as you recover from a lunge, and countless other double-strike
maneuvers are skillful ways to get more from your weapon. By
casting this spell as a bonus action after making a successful melee
weapon attack, you inflict an additional 2d6 damage of the weapon's
type to the target. If your attack roll was a natural 19, the attack
becomes a critical hit and you also add the weapon's basic damage
die or dice (the normal damage boost for a critical hit) to the 2d6
bonus damage, along with any other special result you would
normally cause with a critical hit.

Prepared (Cleric) Deep Magic: Combat Divination


Mace Leather Crossbow, Light
Weapons Armor Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

4 lb. Player’s Handbook 10 lb. Player’s Handbook 5 lb. Player’s Handbook

Crossbow Bolt Priest’s Pack Yew Wand


Ammunition Equipment Packs Spellcasting Focus

Crossbow bolts are used with a crossbow to make a ranged Includes a backpack, a blanket, 10 candles, a tinderbox, an A druidic focus might be a sprig of mistletoe or holly, a
attack. alms box, 2 blocks of incense, a censer, vestments, 2 days wand or scepter made of yew or another special wood, a
of rations, and a waterskin. staff drawn whole out of a living tree, or a totem object
incorporating feathers, fur, bones, and teeth from sacred
animals. A druid can use such an object as a spellcasting
focus.

1/20 lb. Player’s Handbook 10 lbs. Player’s Handbook 1 lb. Player’s Handbook

Reliquary
Spellcasting Focus

A holy symbol is a representation of a god or pantheon. It


might be an amulet depicting a symbol representing a
deity, the same symbol carefully engraved or inlaid as an
emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

2 lb. Player’s Handbook

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