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STEALTH DISADVANTAGE
-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Disciple of Life. Whenever you use a spell of 1st
Y
PROFI
RT
EXPE
16 ✘ +5 Perception (Wis)
+2 Performance (Cha)
✘ +4 Persuasion (Cha)
+3 +1 Religion (Int)
-1 Sleight of Hand (Dex)
CHARISMA -1 Stealth (Dex)
10 ✘ +5 Survival (Wis)
SKILLS
0 15 PASSIVE PERCEPTION
ADVANTAGE
Désormais clerc itinérante, Amélia est terrifiée au fond d'elle-même. Pensant qu'elle est originaire d'un plan onirique,
I do what I can to protect the natural world. elle a peur pour sa propre mortalité et espère que Velada lui accorde une place paisible après la mort, elle qui devrait
simplement "disparaître" ou pire retourner chez la sorcière qui l'a élevée.
BOND
Amélia a des yeux brillant, ça peau et constamen tremper goutant sur le sol comme si toucher par une pluie invisible, ces
Feywild Connection cheveux on la meme apparences que si il étais immérger sous l'eau et leurs mouvement suivent la meme dynamique
Your mannerisms and knowledge of fey customs are defiant les loie de la gravité.
recognized by natives of the Feywild, who see you as Elle porte egalement une marque autour du coue comme les traces d'un collier surlequelle des runes jaune brille
one of their own. Because of this, friendly Fey legerment.
creatures are inclined to come to your aid if you are
lost or need help in the Feywild.
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
Explorer’s Pack 1 10
Clothes, Traveler’s 1 4
Flute 1 1
[Chain Mail] 1 55
[Shield] 1 6
[Quarterstaff] 1 4
Crossbow, Light 1 5
0 0 0 128 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 6
2ND LEVEL 2 SPELL SLOTS ● Hold Person ● Lesser Restoration (Always Prepared)
● Spiritual Weapon (Always Prepared) Aid Augury
Bind Spirit Blindness/Deafness Blood Seal
Borrowed Knowledge Calm Emotions Charm of Protection
Continual Flame Enhance Ability Find Traps
Gentle Repose Hand of the Grave Incandescent Chain
Locate Object Mend Wounds Necromantic Burst
Prayer of Healing Protection from Poison Silence
Warding Bond Zone of Truth
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE Touch RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION 1 minute
COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
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. The wood of a club or quarterstaff you are holding is imbued with
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 nature’s power. For the duration, you can use your spellcasting ability
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 instead of Strength for the attack and damage rolls of melee attacks
spell then ends. you like. Completely covering the object with something opaque using that weapon, and the weapon’s damage die becomes a d8. The
blocks the light. The spell ends if you cast it again or dismiss it as an weapon also becomes magical, if it isn’t already. The spell ends if you
action. cast it again or if you let go of the weapon
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 Druid Player’s Handbook
You create a long, vine-like whip covered in thorns that lashes out at You point at one creature you can see within range, and the sound of Up to three creatures of your choice that you can see within range
your command toward a creature in range. Make a melee spell attack a dolorous bell fills the air around it for a moment. The target must must make Charisma saving throws. Whenever a target that fails this
against the target. If the attack hits, the creature takes 1d6 piercing succeed on a Wisdom saving throw or take 1d8 necrotic damage. If saving throw makes an attack roll or a saving throw before the spell
damage, and if the creature is Large or smaller, you pull the creature the target is missing any of its hit points, it instead takes 1d12 ends, the target must roll a d4 and subtract the number rolled from
up to 10 feet closer to you. necrotic damage. the attack roll or saving throw.
This spell’s damage increases by 1d6 when you reach 5th level 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
(2d6), 11th level (3d6), and 17th level (4d6). (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.
Druid Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook
You bless up to three creatures of your choice within range. You perform a special religious ceremony that is infused with magic. When you cast A creature you touch regains a number of hit points equal to 1d8 +
Whenever a target makes an attack roll or a saving throw before the the spell, choose one of the following rites, the target of which must be within 10 your spellcasting ability modifier. This spell has no effect on undead
feet of you throughout the casting.
spell ends, the target can roll a d4 and add the number rolled to the Atonement. You touch one willing creature whose alignment has changed, and or constructs.
attack roll or saving throw. you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the 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 target to its original alignment 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 Bless Water. You touch one vial of water and cause it to become holy water. 1st.
level above 1st. Brother of the Faith. You touch one humanoid that has been dedicated to your
god’s service for at least one year. A symbol of your god is inscribed somewhere on
the target’s body, most commonly upon a hand or on the forehead. This symbol is
invisible to other creatures, with the exception of other humanoids that bear the
same symbol. A creature with truesight can also see the symbol.
The symbol lasts until it is dispelled.
Coming of Age. You touch one humanoid who is a young adult. For the next 24
hours, whenever the target makes an ability check, it can roll a d4 and add the
number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s
service. For the next 24 hours, whenever the target makes a saving throw, it can roll
a d4 and add the number rolled to the save. A creature can benefit from this rite
only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t
become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage.
For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet
of each other. A creature can benefit from this rite again only if widowed.
Life Domain (Cleric) Player’s Handbook Prepared (Cleric) Blazing Dawn Player’s Companion Life Domain (Cleric) Player’s Handbook
Goodberry Guiding Bolt Healing Word
1st-level transmutation 1st-level evocation 1st-level evocation
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, M (a sprig of mistletoe) COMPONENTS V, S COMPONENTS V
Up to ten berries appear in your hand and are infused with magic for 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
the duration. A creature can use its action to eat one berry. Eating a Make a ranged spell attack against the target. On a hit, the target points equal to 1d4 + your spellcasting ability modifier. This spell has
berry restores 1 hit point, and the berry provides enough takes 4d6 radiant damage, and the next attack roll made against this no effect on undead or constructs.
nourishment to sustain a creature for one day. 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
The berries lose their potency if they have not been consumed mystical dim light glittering on the target until then. level or higher, the healing increases by 1d4 for each slot level above
within 24 hours of the casting of this spell. 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.
Druid Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V, S
A shimmering field appears and surrounds a creature of your choice Choose a humanoid that you can see within range. The target must You touch a creature and can end either one disease or one condition
within range, granting it a +2 bonus to AC for the duration. succeed on a Wisdom saving throw or be paralyzed for the duration. afflicting it. The condition can be blinded, deafened, paralyzed, or
At the end of each of its turns, the target can make another Wisdom poisoned.
saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target on additional humanoid for each slot
level above 2nd. The humanoids must be within 30 feet of each other
when you target them.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook
Spiritual Weapon
2nd-level evocation
You create a floating, spectral weapon within range that lasts for the
duration or until you cast this spell again. When you cast the spell,
you can make a melee spell attack against a creature within 5 feet of
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.
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 If you have proficiency with the flute, you can add your
torches, 10 days of rations, and a waterskin. The pack also proficiency bonus to any ability checks you make to play
has 50 feet of hempen rope strapped to the side of it. music with the instrument. A bard can use a musical
instrument as a spellcasting focus.
Made of interlocking metal rings, chain mail includes a A shield is made from wood or metal and is carried in one
layer of quilted fabric worn underneath the mail to prevent hand. Wielding a shield increases your Armor Class by 2.
chafing and to cushion the impact of blows. The suit You can benefit from only one shield at a time.
includes gauntlets.
Crossbow, Light
Weapons