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Level 2 Human Cleric, Twilight Domain 300

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Cassian Blackwood
Acolyte Chaotic Good Rusty
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Telekinetic Reprisal (Reaction—2/Long Rest).


STRENGTH Chain Mail 18 When you take damage from a creature that is
within 10 feet of you, you can emanate telekinetic
PROFICIENCY BONUS +2
16
SHIELD
AC energy. The creature that dealt damage to you must
Shield make a Strength saving throw (DC 14). On a failed
N
CIE C
save, the creature takes 2d8 force damage and is
+3 Strength pushed up to 10 feet away from you. On a
Y
PROFI

+3 successful save, the creature takes half as much


+1 Dexterity
damage and isn’t pushed.
+3 Constitution ARMOR CLASS
DEXTERITY
+2 Intelligence
Spellcasting. You can cast cleric spells as rituals. You
MAXIMUM HIT DICE TEMPORARY can prepare 6 spells from the cleric spell list. You
12 ✘


+6 Wisdom

+0 Charisma
19 2d8 can use a holy symbol as your spellcasting focus.

CONDITIONAL
Channel Divinity (1/Short Rest).
+1 Turn Undead (Action—Channel Divinity). Each
undead that can see or hear you within 30 feet of
CURRENT HIT POINTS you must make a Wisdom saving throw. If the
CONSTITUTION DEATH SAVING THROWS
creature fails its saving throw, it is turned for 1
SAVING THROWS
minute or until it takes any damage.A turned
16 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION to a space within 30 feet of you. It also can’t take
+4 Animal Handling (Wis)
reactions. For its action, it can use only the Dash
+3 +2 Arcana (Int) Darkvision action or try to escape from an effect that prevents
it from moving. If there’s nowhere to move, the
✘ +5 Athletics (Str)
creature can use the Dodge action.
INTELLIGENCE -2 Deception (Cha)
Eyes of Night (Action—1/Long Rest). You can
14 ✘


+4 History (Int)
+6 Insight (Wis)
magically share the darkvision of this feature with
willing creatures you can see within 10 feet of you,
up to 4 creatures. The shared darkvision lasts for 1
-2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS hour. You can expend a spell slot of any level to
+2 +2 Investigation (Int) share it again.
✘ +6 Medicine (Wis)
Darkvision. You can see in dim light within 300 feet
WISDOM +2 Nature (Int) of you as if it were bright light, and in darkness as if
it were dim light.
19 +4 Perception (Wis)
-2 Performance (Cha) Vigilant Blessing (Action). You give one creature
you touch advantage on the next initiative roll the
-2 Persuasion (Cha)
+4 creature makes. This benefit ends immediately after
✘ +4 Religion (Int) the roll or if you use this feature again.
+1 Sleight of Hand (Dex)
Twilight Sanctuary (Action—Channel Divinity). You
CHARISMA +1 Stealth (Dex) present your holy symbol, and a sphere of twilight
emanates from you. The sphere is centered on you,
7 +4 Survival (Wis)
SKILLS
has a 30-foot radius, and is filled with dim light. The
sphere moves with you, and it lasts for 1 minute or
until you are incapacitated or die. Whenever a
-2 14 PASSIVE PERCEPTION creature ends its turn in the sphere, you can grant
that creature one of these benefits:
• You grant it 1d6 + 2 temporary hp.
ADVANTAGE
• You end one effect on it causing it to be
charmed or frightened.
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Warhammer 5 ft +5 vs AC 1d8+3 bludgeoning
Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield, Heavy Armor

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Minotaur, Giant, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
Cassian Blackwood
CHARACTER NAME EYES SKIN HAIR

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 see omens in every event and action. The gods try thing as channeling divine power.
to speak to us, we just need to listen
I’ve spent so long in the temple that I have little Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
practical experience dealing with people in the
outside world. 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.

Charity. I always try to help those in need, no matter


what the personal cost. (Good)

IDEAL

I would die to recover an ancient relic of my faith


that was lost long ago.

BOND

I’d rather eat my armor than admit when I’m wrong.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

BACKGROUND FEATURE

A gemstone that looks like a lump of coal when


examined by anyone but you

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Chain Mail] 1 55
[Warhammer] 1 2
[Shield] 1 6
Crossbow, Light 1 5
Backpack 1 5
Blanket 1 3
Candle 5 —
Tinderbox 1 1
Rations (1 day) 2 4
Waterskin 1 5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 80 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

87.6 lb / 240 lb 480 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.
15 DTP
1 lonca puanı
1 oyun puanı

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Twilight Domain

CANTRIPS Guidance Sacred Flame


Toll the Dead

1ST LEVEL 3 SPELL SLOTS ● Bane ● Bless


● Ceremony ● Command ● Create or Destroy Water
● Cure Wounds ● Detect Evil and Good ● Detect Magic
● Detect Poison and Disease ● Faerie Fire (Always Prepared) ● Guiding Bolt
● Healing Word ● Inflict Wounds ● Protection from Evil and Good
● Purify Food and Drink ● Sanctuary ● Shield of Faith
● Sleep (Always Prepared)
Guidance Sacred Flame Toll the Dead
Divination Cantrip Evocation Cantrip Necromancy Cantrip

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


RANGE Touch RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target Flame-like radiance descends on a creature that you can see within You point at one creature you can see within range, and the sound of
can roll a d4 and add the number rolled to one ability check of its range. The target must succeed on a Dexterity saving throw or take a dolorous bell fills the air around it for a moment. The target must
choice. It can roll the die before or after making the ability check. The 1d8 radiant damage. The target gains no benefit from cover for this succeed on a Wisdom saving throw or take 1d8 necrotic damage. If
spell then ends. saving throw. the target is missing any of its hit points, it instead takes 1d12
The spell’s damage increases by 1d8 when you reach 5th level necrotic damage.
(2d8), 11th level (3d8), and 17th level (4d8). The spell’s damage increases by one die when you reach 5th level
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything

Bane Bless Ceremony


1st-level enchantment 1st-level enchantment 1st-level abjuration (ritual)

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


RANGE 30 feet RANGE 30 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a drop of blood) COMPONENTS V, S, M (a sprinkling of holy water) COMPONENTS V, S, M (25 gp worth of powdered silver, which the spell consumes)

Up to three creatures of your choice that you can see within range You bless up to three creatures of your choice within range. You perform a special religious ceremony that is infused with magic.
must make Charisma saving throws. Whenever a target that fails this Whenever a target makes an attack roll or a saving throw before the When you cast the spell, choose one of the following rites, the target of
saving throw makes an attack roll or a saving throw before the spell spell ends, the target can roll a d4 and add the number rolled to the which must be within 10 feet of you throughout the casting.
ends, the target must roll a d4 and subtract the number rolled from attack roll or saving throw. Atonement. You touch one willing creature whose alignment has
the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd changed, and you make a DC 20 Wisdom (Insight) check. On a
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot successful check, you restore the target to its original alignment
level or higher, you can target one additional creature for each slot level above 1st. Bless Water. You touch one vial of water and cause it to become holy
level above 1st. water.
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.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Xanathar’s Guide to Everything

Command Create or Destroy Water Cure Wounds


1st-level enchantment 1st-level transmutation 1st-level evocation

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


RANGE 60 feet RANGE 30 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V COMPONENTS V, S, M (a drop of water if creating water or a few grains of sand if COMPONENTS V, S
destroying it)

You speak a one-word command to a creature you can see within You either create or destroy water. A creature you touch regains a number of hit points equal to 1d8 +
range. The target must succeed on a Wisdom saving throw or follow Create Water. You create up to 10 gallons of clean water within your spellcasting ability modifier. This spell has no effect on undead
the command on its next turn. The spell has no effect if the target is range in an open container. Alternatively, the water falls as rain in a or constructs.
undead, if it doesn’t understand your language, or if your command 30-foot cube within range, extinguishing exposed flames in the area. At Higher Levels. When you cast this spell using a spell slot of 2nd
is directly harmful to it. Some typical commands and their effects Destroy Water. You destroy up to 10 gallons of water in an open level or higher, the healing increases by 1d8 for each slot level above
follow. You might issue a command other than one described here. If container within range. Alternatively, you destroy fog in a 30-foot 1st.
you do so, the DM determines how the target behaves. If the target cube within range.
can’t follow your command, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd
Approach. The target moves toward you by the shortest and most level or higher, you create or destroy 10 additional gallons of water,
direct route, ending its turn if it moves within 5 feet of you. or the size of the cube increases by 5 feet, for each slot level above
Drop. The target drops whatever it is holding and then ends its 1st.
turn.
Flee. The target spends its turn moving away from you by the
fastest available means.
Grovel. The target falls prone 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.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Detect Evil and Good Detect Magic Detect Poison and Disease
1st-level divination 1st-level divination (ritual) 1st-level divination (ritual)

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


RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a yew leaf)

For the duration, you know if there is an aberration, celestial, For the duration, you sense the presence of magic within 30 feet of For the duration, you can sense the presence and location of poisons,
elemental, fey, fiend, or undead within 30 feet of you, as well as you. If you sense magic in this way, you can use your action to see a poisonous creatures, and diseases within 30 feet of you. You also
where the creature is located. Similarly, you know if there is a place faint aura around any visible creature or object in the area that bears identify the kind of poison, poisonous creature, or disease in each
of object within 30 feet of you that has been magically consecrated magic, and you learn its school of magic, if any. case.
or desecrated. The spell can penetrate most barriers, but is blocked by 1 foot of The spell can penetrate most barriers, but is blocked by 1 foot of
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. wood or dirt.
wood or dirt.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Faerie Fire Guiding Bolt Healing Word


1st-level evocation 1st-level evocation 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 60 feet RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V

Each object in a 20-foot cube within range is outlined in blue, green, 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
or violet light (your choice). Any creature in the area when the spell is Make a ranged spell attack against the target. On a hit, the target points equal to 1d4 + your spellcasting ability modifier. This spell has
cast is also outlined in light if it fails a Dexterity saving throw. For the takes 4d6 radiant damage, and the next attack roll made against this no effect on undead or constructs.
duration, objects and affected creatures shed dim light in a 10-foot 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
radius. mystical dim light glittering on the target until then. level or higher, the healing increases by 1d4 for each slot level above
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 1st.
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.

Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Inflict Wounds Protection from Evil and Good Purify Food and Drink
1st-level necromancy 1st-level abjuration 1st-level transmutation (ritual)

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


RANGE Touch RANGE Touch RANGE 10 feet
DURATION Instantaneous DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S
consumes)

Make a melee spell attack against a creature you can reach. On a hit, Until the spell ends, one willing creature you touch is protected All nonmagical food and drink within a 5-foot-radius sphere centered
the target takes 3d10 necrotic damage. against certain types of creatures: aberrations, celestials, elementals, on a point of your choice within range is purified and rendered free
At Higher Levels. When you cast this spell using a spell slot of 2nd fey, fiends, and undead. of poison and disease.
level or higher, the damage increases by 1d10 for each slot level The protection grants several benefits. Creatures of those types
above 1st. have 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.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Sanctuary Shield of Faith Sleep
1st-level abjuration 1st-level abjuration 1st-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE 60 feet RANGE 90 feet
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

You ward a creature within range against attack. Until the spell ends, A shimmering field appears and surrounds a creature of your choice This spell sends creatures into a magical slumber. Roll 5d8, the total
any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration. is how many hit points of creatures this spell can affect. Creatures
harmful spell must first make a Wisdom saving throw. On a failed within 20 feet of a point you choose within range are affected in
save, the creature must choose a new target or lose the attack or ascending order of their current hit points (ignoring unconscious
spell. This spell doesn’t protect the warded creature from area creatures).
effects, such as the explosion of a fireball. Starting with the creature that has the lowest current hit points,
If the warded creature makes an attack, casts a spell that affects an each creature affected by this spell falls unconscious until the spell
enemy, or deals damage to another creature, this spell ends. ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Chain Mail Warhammer Shield
Armor Weapons Armor

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.

55 lb. Player’s Handbook 2 lb. Player’s Handbook 6 lb. Player’s Handbook

Crossbow, Light Backpack Blanket


Weapons Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook

Candle Tinderbox Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
dim light for an additional 5 feet. (usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

— Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook


Waterskin
Adventuring Gear

5 lb. (full) Player’s Handbook

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