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Level 1 Dragonborn Cleric, Light Domain 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Samael
Archaeologist Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Spellcasting. You can cast cleric spells as rituals. You


STRENGTH Scale Mail 14 can prepare 4 spells from the cleric spell list. You
can use a holy symbol as your spellcasting focus.
PROFICIENCY BONUS +2
14
SHIELD
AC
Warding Flare (Reaction—3/Long Rest). When you
N
CIE C
are attacked by a creature within 30 feet of you that
+2 Strength you can see, you can use your reaction to impose
Y
PROFI

+2 disadvantage on the attack roll, causing light to flare


+0 Dexterity
before the attacker before it hits or misses.
+1 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
MAXIMUM HIT DICE TEMPORARY

10 ✘


+5 Wisdom

+2 Charisma
9 1d8
CONDITIONAL

+0
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS

13 N
CIE C

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

RT

EXPE

+3 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +0 Arcana (Int)
+2 Athletics (Str) Resistances. Fire
INTELLIGENCE +0 Deception (Cha)

11 ✘


+2 History (Int)
+5 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 +0 Investigation (Int)
+3 Medicine (Wis) Draconic Ancestry.
WISDOM
Brass. Your draconic ancestry is brass. Your
+0 Nature (Int) damage type is fire. Your breath weapon is 5 by 30

17 +3 Perception (Wis) ft. line (dex. save).


+0 Performance (Cha) Breath Weapon (Action—1/Short Rest). Exhale
+0 Persuasion (Cha) destructive energy. Your breath weapon does 2d6
+3 ✘ +2 Religion (Int)
fire damage in a 5 by 30 ft. line (dex. save) DC 11

+0 Sleight of Hand (Dex) Damage Resistance. You have resistance to fire.


CHARISMA +0 Stealth (Dex)

11 ✘ +5 Survival (Wis)
SKILLS

+0 13 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +0 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Mace 5 ft +4 vs AC 1d6+2 bludgeoning

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Cartographer’s tools

Languages. Common, Draconic, Aarakocra

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'6" 175 lb.
GENDER AGE HEIGHT WEIGHT
Samael
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains -their bones, their
ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the
world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of
monarchs and high priests, wars and cataclysms.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Historical Knowledge
When you enter a ruin or dungeon, you can correctly
ascertain its original purpose and determine its
builders, whether those were dwarves, elves,
humans, yuan-ti, or some other known race. In
addition, you can determine the monetary value of
art objects more than a century old.

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
[Mace] 1 4
Explorer’s Pack 1 10
[Scale Mail] 1 45
Sling 1 —

ATTUNED MAGIC ITEMS 0 / 3


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

59 lb / 210 lb 420 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

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 4

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Light Domain

CANTRIPS Light Mending


Sacred Flame Spare the Dying

1ST LEVEL 2 SPELL SLOTS ● Burning Hands (Always Prepared) ● Faerie Fire (Always Prepared)
Bane Bless Ceremony
Command Create or Destroy Water Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Guiding Bolt Guiding Hand Healing Word
Inflict Wounds Protection from Evil and Good Purify Food and Drink
Sanctuary Shield of Faith
Light Mending Sacred Flame
Evocation Cantrip Transmutation Cantrip Evocation Cantrip

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


RANGE Touch RANGE Touch RANGE 60 feet
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V, S, M (two lodestones) COMPONENTS V, S

You touch one object that is no larger than 10 feet in any dimension. This spell repairs a single break or tear in an object you touch, such as Flame-like radiance descends on a creature that you can see within
Until the spell ends, the object sheds bright light in a 20-foot radius broken chain link, two halves of a broken key, a torn cloak, or a range. The target must succeed on a Dexterity saving throw or take
and dim light for an additional 20 feet. The light can be colored as leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 radiant damage. The target gains no benefit from cover for this
you like. Completely covering the object with something opaque in any dimension, you mend it, leaving no trace of the former 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 damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8).
action. but the spell can’t restore magic to such an object.
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.

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

Spare the Dying Burning Hands Faerie Fire


Necromancy Cantrip 1st-level evocation 1st-level evocation

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


RANGE Touch RANGE Self (15-foot cone) RANGE 60 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

You touch a living creature that has 0 hit points. The creature As you hold your hands with thumbs touching and fingers spread, a Each object in a 20-foot cube within range is outlined in blue, green,
becomes stable. This spell has no effect on undead or constructs. thin sheet of flames shoots forth from your outstretched fingertips. or violet light (your choice). Any creature in the area when the spell is
Each creature in a 15-foot cone must make a Dexterity saving throw. cast is also outlined in light if it fails a Dexterity saving throw. For the
A creature takes 3d6 fire damage on a failed save, or half as much duration, objects and affected creatures shed dim light in a 10-foot
damage on a successful one. The fire ignites any flammable objects in radius.
the area that aren’t being worn or carried. Any attack roll against an affected creature or object has advantage
At Higher Levels. When you cast this spell using a spell slot of 2nd if the attacker can see it, and the affected creature or object can’t
level or higher, the damage increases by 1d6 for each slot level above benefit from being invisible.
1st.

Spellcasting (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook Light Domain (Cleric) Player’s Handbook
Mace Explorer’s Pack Scale Mail
Weapons Equipment Packs Armor

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 This armor consists of a coat and leggings (and perhaps a
torches, 10 days of rations, and a waterskin. The pack also separate skirt) of leather covered with overlapping pieces
has 50 feet of hempen rope strapped to the side of it. of metal, much like the scales of a fish. The suit includes
gauntlets.

4 lb. Player’s Handbook 10 lbs. Player’s Handbook 45 lb. Player’s Handbook

Sling
Weapons

— Player’s Handbook

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