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Level 5 Human Cleric, Knowledge Domain 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Aymerich
Variant: Investigator Constantinos2
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Observant. If you can see a creature’s mouth while


STRENGTH Chain Shirt 17 it is speaking a language you understand, you can
interpret what it’s saying by reading its lips.You
PROFICIENCY BONUS +3
8
SHIELD
AC have a +5 bonus to your passive Perception and
Shield passive Investigation scores.
N
CIE C

-1 Strength Telepathic. You can speak telepathically to any


Y
PROFI

-1 creature you can see within 60 feet of you. Your


+2 Dexterity
telepathic utterances are in a language you know,
+2 Constitution ARMOR CLASS and the creature understands you only if it knows
DEXTERITY
+1 Intelligence
that language. Your communication doesn’t give the
MAXIMUM HIT DICE TEMPORARY creature the ability to respond to you telepathically.
14 ✘


+7 Wisdom

+3 Charisma
38 5d8 You can cast the detect thoughts spell, requiring
no spell slot or components, and you must finish a
CONDITIONAL
long rest before you can cast this it this way again.
Your spellcasting ability for this spell is Wisdom. If
+2 you have spell slots of 2nd level or higher, you can
cast this spell with them.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Spellcasting. You can cast cleric spells as rituals. You
SAVING THROWS
can prepare 9 spells from the cleric spell list. You
14 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
can use a holy symbol as your spellcasting focus.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Channel Divinity (1/Short Rest).


+4 Animal Handling (Wis)
+2 ✘✘ +7 Arcana (Int) Turn Undead (Action—Channel Divinity). Each
undead that can see or hear you within 30 feet of
-1 Athletics (Str)
you must make a Wisdom saving throw. If the
INTELLIGENCE +0 Deception (Cha) creature fails its saving throw, it is turned for 1
minute or until it takes any damage.A turned
12 ✘
+1 History (Int)
+7 Insight (Wis)
creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS reactions. For its action, it can use only the Dash
+1 ✘ +4 Investigation (Int) action or try to escape from an effect that prevents
it from moving. If there’s nowhere to move, the
✘ +7 Medicine (Wis)
creature can use the Dodge action.
WISDOM ✘✘ +7 Nature (Int)
Destroy Undead. When an undead of CR 1/2 or
18 ✘ +7 Perception (Wis)
+0 Performance (Cha)
lower fails its saving throw against your Turn
Undead feature, the creature is instantly destroyed.
✘ +3 Persuasion (Cha)
+4 Knowledge of the Ages (Action—Channel Divinity).
+1 Religion (Int) You choose one skill or tool. For 10 minutes, you
have proficiency with the chosen skill or tool.
+2 Sleight of Hand (Dex)
CHARISMA +2 Stealth (Dex)

10 +4 Survival (Wis)
SKILLS

+0 22 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Emblem 5 ft -1 vs AC -1

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. –

Languages. Common, Elvish, Dwarvish, Draconic,


Giant, Celestial

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 38 5'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Aymerich Brown Pale Black
CHARACTER NAME EYES SKIN HAIR

Church of Oghma
NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

He's an orphan whose parents were sacrificed by a cult. Taken in at a young age by one of the most fanatical sects of the
church of Oghma, he was raised to despise most other gods and their followers, especially those who hold knowledge of
darker forms of magic. He was trained by the church and managed to become a full cleric. Since then, works as an
I can be very blunt when giving people my opinion of inquisitor for the church of Oghma, hunting down wanted warlocks, necromancers and hags.
them.
I can stare down a hell hound without flinching. The host of the party is a childhood friend of Aymerich, whom she hasn't seen since they were 12. They ran into
eachother by coincidence while he was visiting the city's market, recognised eachother and she invited him to her party.
Aymerich has managed to find some information about her work, and saw one of her yet to be released
(paintings/sculptures whatever she makes) that he interpreted to be very offensive and insulting to Oghma. Even so,
PERSONALITY TRAITS
she's one of the first person from his childhood he's met since a long while, so he's willing to put her art aside for now
and accept her invitation ... or is he? If the artist is dead, that heretical piece of art would never have to see the light of
Service to my god. day.

IDEAL

To fight the enemies of Oghma

BOND

I could easily interpret things as offensive to Oghma


and hold the lives of heretics and non-believers to
little value.

FLAW BACKGROUND STORY

Feature: Watcher’s Eye


Your experience in enforcing the law, and dealing
with lawbreakers, gives you a feel for local laws and
criminals. You can easily find the local outpost of the
watch or a similar organization, and just as easily
pick out the dens of criminal activity in a community,
although you’re more likely to be welcome in the
former locations rather than the latter.

BACKGROUND FEATURE

A brass orb etched with strange runes

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Emblem. A holy symbol is a representation of a god or
[Chain Shirt] 1 20 pantheon. It might be an amulet depicting a symbol
[Shield] 1 6 representing a deity, the same symbol carefully
[Emblem] 1 — engraved or inlaid as an emblem on a shield, or a tiny
Rapier 1 2 box holding a fragment of a sacred relic. Appendix PH-B
Backpack 1 5 "Fantasy-Historical Pantheons"lists the symbols
Blanket 1 3 commonly associated with many gods in the multiverse.
Candle 5 — A cleric or paladin can use a holy symbol as a spellcasting
Tinderbox 1 1 focus. To use the symbol in this way, the caster must
Rations (1 day) 2 4 hold it in hand, wear it visibly, or bear it on a shield.
Waterskin 1 5

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

46 lb / 120 lb 240 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 +7 15 9

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Knowledge Domain

CANTRIPS Guidance Light


Thaumaturgy Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Command (Always Prepared) ● Detect Poison and Disease
● Guiding Bolt ● Healing Word ● Identify (Always Prepared)
Bane Bless Ceremony
Create or Destroy Water Cure Wounds Detect Evil and Good
Detect Magic Inflict Wounds Protection from Evil and Good
Purify Food and Drink Sanctuary Shield of Faith

2ND LEVEL 3 SPELL SLOTS ● Augury (Always Prepared) ● Silence


● Spiritual Weapon ● Suggestion (Always Prepared) ● Zone of Truth
Aid Blindness/Deafness Borrowed Knowledge
Calm Emotions Continual Flame Enhance Ability
Find Traps Gentle Repose Hold Person
Lesser Restoration Locate Object Prayer of Healing
Protection from Poison Warding Bond

3RD LEVEL 2 SPELL SLOTS ● Animate Dead ● Bestow Curse


● Dispel Magic ● Nondetection (Always Prepared) ● Speak with Dead (Always Prepared)
Beacon of Hope Clairvoyance Create Food and Water
Daylight Fast Friends Feign Death
Glyph of Warding Incite Greed Life Transference
Magic Circle Mass Healing Word Meld into Stone
Motivational Speech Protection from Energy Remove Curse
Revivify Sending Spirit Guardians
Spirit Shroud Tongues Water Walk

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

2ND LEVEL Detect Thoughts (Telepathic)


Guidance Light Thaumaturgy
Divination Cantrip Evocation Cantrip Transmutation Cantrip

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


RANGE Touch RANGE Touch RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION Up to 1 minute
COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V

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. You manifest a minor wonder, a sign of supernatural power, within
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 range. You create one of the following magical effects within range:
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 • Your voice booms up to three times as loud as normal for 1
spell then ends. you like. Completely covering the object with something opaque minute.
blocks the light. The spell ends if you cast it again or dismiss it as an • You cause flames to flicker, brighten, dim, or change color for 1
action. minute.
If you target an object held or worn by a hostile creature, that • You cause harmless tremors in the ground for 1 minute.
creature must succeed on a Dexterity saving throw to avoid the spell. • 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 Command Detect Poison and Disease


Necromancy Cantrip 1st-level enchantment 1st-level divination (ritual)

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


RANGE 60 feet RANGE 60 feet RANGE Self
DURATION Instantaneous DURATION 1 round DURATION Concentration, up to 10 minutes
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a yew leaf)

You point at one creature you can see within range, and the sound of You speak a one-word command to a creature you can see within For the duration, you can sense the presence and location of poisons,
a dolorous bell fills the air around it for a moment. The target must range. The target must succeed on a Wisdom saving throw or follow poisonous creatures, and diseases within 30 feet of you. You also
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the command on its next turn. The spell has no effect if the target is identify the kind of poison, poisonous creature, or disease in each
the target is missing any of its hit points, it instead takes 1d12 undead, if it doesn’t understand your language, or if your command case. The spell can penetrate most barriers, but is blocked by 1 foot
necrotic damage. is directly harmful to it. Some typical commands and their effects of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
The spell’s damage increases by one die when you reach 5th level follow. You might issue a command other than one described here. If wood or dirt.
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). you do so, the DM 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 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.

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

Guiding Bolt Healing Word Identify


1st-level evocation 1st-level evocation 1st-level divination (ritual)

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 minute
RANGE 120 feet RANGE 60 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a pearl worth at least 100 gp and an owl feather)

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 You choose one object that you must touch throughout the casting of
Make a ranged spell attack against the target. On a hit, the target points equal to 1d4 + your spellcasting ability modifier. This spell has the spell. If it is a magic item or some other magic-imbued object, you
takes 4d6 radiant damage, and the next attack roll made against this no effect on undead or constructs. learn its properties and how to use them, whether it requires
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 attunement to use, and how many charges it has, if any. You learn
mystical dim light glittering on the target until then. level or higher, the healing increases by 1d4 for each slot level above whether any spells are affecting the item and what they are. If the
At Higher Levels. When you cast this spell using a spell slot of 2nd 1st. item was created by a spell, you learn which spell created it. If you
level or higher, the damage increases by 1d6 for each slot level above instead touch a creature throughout the casting, you learn what
1st. spells, if any, are currently affecting it.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook
Augury Detect Thoughts Silence
2nd-level divination (ritual) 2nd-level divination 2nd-level illusion (ritual)

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


RANGE Self RANGE Self RANGE 120 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (specially marked sticks, bones, or similar tokens worth at COMPONENTS V, S, M (a copper piece) COMPONENTS V, S
least 25 gp)

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate For the duration, you can read the thoughts of certain creatures. When you For the duration, no sound can be created within or pass through a
cards, or employing some other divining tool, you receive an omen cast the spell and as your action on each turn until the spell ends, you can 20-foot-radius sphere centered on a point you choose within range.
from an otherworldly entity about the results of a specific course of focus your mind on any one creature that you can see within 30 feet of you. If Any creature or object entirely inside the sphere is immune to
the creature you choose has an Intelligence of 3 or lower or doesn’t speak any
action that you plan to take within the next 30 minutes. The DM language, the creature is unaffected. thunder damage, and creatures are deafened while entirely inside it.
chooses from the following possible omens: You initially learn the surface thoughts of the creature—what is most on its Casting a spell that includes a verbal component is impossible there.
• Weal, for good results mind in that moment. As an action, you can either shift your attention to
• Woe, for bad results another creature’s thoughts or attempt to probe deeper into the same
• Weal and woe, for both good and bad results creature’s mind. If you probe deeper, the target must make a Wisdom saving
• Nothing, for results that aren’t especially good or bad throw. If it fails, you gain insight into its reasoning (if any), its emotional state,
and something that looms large in its mind (such as something it worries over,
The spell doesn’t take into account any possible circumstances that loves, or hates). If it succeeds, the spell ends. Either way, the target knows that
you are probing into its mind, and unless you shift your attention to another
might change the outcome, such as the casting of additional spells or creature’s thoughts, the creature can use its action on its turn to make an
the loss or gain of a companion. Intelligence check contested by your Intelligence check; if it succeeds, the spell
If you cast the spell two or more times before completing your next ends.
long rest, there is a cumulative 25 percent chance for each casting Questions verbally directed at the target creature naturally shape the course
after the first that you get a random reading. The DM makes this roll of its thoughts, so this spell is particularly effective as part of an interrogation.
in secret. You can also use this spell to detect the presence of thinking creatures you
can’t see. When you cast the spell or as your action during the duration, you
can search for thoughts within 30 feet of you. The spell can penetrate barriers,
but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead
blocks you. You can’t detect a creature with an Intelligence of 3 or lower or
one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t see
it, but it must still be within range.

Knowledge Domain (Cleric) Player’s Handbook Telepathic Player’s Handbook Prepared (Cleric) Player’s Handbook

Spiritual Weapon Suggestion Zone of Truth


2nd-level evocation 2nd-level enchantment 2nd-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 30 feet RANGE 60 feet
DURATION 1 minute DURATION Concentration, up to 8 hours DURATION 10 minutes
COMPONENTS V, S COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of COMPONENTS V, S
sweet oil)

You create a floating, spectral weapon within range that lasts for the You suggest a course of activity (limited to a sentence or two) and You create a magical zone that guards against deception in a 15-foot-
duration or until you cast this spell again. When you cast the spell, magically influence a creature you can see within range that can hear radius sphere centered on a point of your choice within range. Until
you can make a melee spell attack against a creature within 5 feet of and understand you. Creatures that can’t be charmed are immune to the spell ends, a creature that enters the spell’s area for the first time
the weapon. On a hit, the target takes force damage equal to 1d8 + this effect. The suggestion must be worded in such a manner as to on a turn or starts its turn there must make a Charisma saving throw.
your spellcasting ability modifier. As a bonus action on your turn, you make the course of action sound reasonable. Asking the creature to On a failed save, a creature can’t speak a deliberate lie while in the
can move the weapon up to 20 feet and repeat the attack against a stab itself, throw itself onto a spear, immolate itself, or do some radius. You know whether each creature succeeds or fails on its
creature within 5 feet of it. The weapon can take whatever form you other obviously harmful act ends the spell. saving throw.
choose. Clerics of deities who are associated with a particular The target must make a Wisdom saving throw. On a failed save, it An affected creature is aware of the spell and can thus avoid
weapon (as St. Cuthbert is known for his mace and Thor for his purses the course of action you described to the best of its ability. answering questions to which it would normally respond with a lie.
hammer) make this spell’s effect resemble that weapon. The suggested course of action can continue for the entire duration. Such creatures can be evasive in its answers as long as it remains
At Higher Levels. When you cast this spell using a spell slot of 3rd If the suggested activity can be completed in a shorter time, the spell within the boundaries of the truth.
level or higher, the damage increases by 1d8 for every two slot levels ends when the subject finishes what it was asked to do.
above the 2nd. You can also specify conditions that will trigger a special activity
during the duration. For example, you might suggest that a knight
five her warhorse to the first beggar she meets.
If the condition isn’t met before the spell expires, the activity isn’t
preformed. If you or any of your companions damage the target, the
spell ends.

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

Animate Dead Bestow Curse Dispel Magic


3rd-level necromancy 3rd-level necromancy 3rd-level abjuration

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


RANGE 10 feet RANGE Touch RANGE 120 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) COMPONENTS V, S COMPONENTS V, S
This spell creates an undead servant. Choose a pile of bones or a corpse You touch a creature, and that creature must succeed on a Wisdom Choose any creature, object, or magical effect within range. Any spell
of a Medium or Small humanoid within range. Your spell imbues the saving throw or become cursed for the duration of the spell. When of 3rd level or lower on the target ends. For each spell of 4th level or
target with a foul mimicry of life, raising it as an undead creature. The you cast this spell, choose the nature of the curse from the following higher on the target, make an ability check using your spellcasting
target becomes a skeleton if you chose bones or a zombie if you chose a options: ability. The DC equals 10 + the spell’s level. On a successful check, the
corpse (the DM has the creature’s game statistics). • Choose one ability score. While cursed, the target has spell ends.
On each of your turns, you can use a bonus action to mentally disadvantage on ability checks and saving throws made with that At Higher Levels. When you cast this spell using a spell slot of 4th
command any creature you made with this spell if the creature is within ability score. level or higher, you automatically end the effects of a spell on the
60 feet of you (if you control multiple creatures, you can command any • While cursed, the target has disadvantage on attack rolls against target if the spell’s level is equal to or less than the level of the spell
or all of them at the same time, issuing the same command to each one). you. slot you used.
You decide what action the creature will take and where it will move • While cursed, the target must make a Wisdom saving throw at
during its next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no commands, the the start of each of its turns. If it fails, it wastes its action that turn
creature only defends itself against hostile creatures. Once given an doing nothing.
order, the creature continues to follow it until its task is complete. • While the target is cursed, your attacks and spells deal an extra
The creature is under your control for 24 hours, after which it stops 1d8 necrotic damage to the target.
obeying any command you’ve given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature A remove curse spell ends this effect. At the DM’s option, you may
again before the current 24-hour period ends. This use of the spell choose an alternative curse effect, but it should be no more powerful
reasserts your control over up to four creatures you have animated with than those described above. The DM has final say on such a curse’s
this spell, rather than animating a new one. effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level At Higher Levels. If you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead or higher, the duration is concentration, up to 10 minutes. If you use
creatures for each slot level above 3rd. Each of the creatures must come a spell slot of 5th level or higher, the duration is 8 hours. If you use a
from a different corpse or pile of bones. spell slot of 7th level or higher, the duration is 24 hours. If you use a
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Nondetection Speak with Dead
3rd-level abjuration 3rd-level necromancy

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 10 feet
DURATION 8 hours DURATION 10 minutes
COMPONENTS V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the COMPONENTS V, S, M (burning incense)
target, which the spell consumes)

For the duration, you hide a target that you touch from divination You grant the semblance of life and intelligence to a corpse of your
magic. The target can be a willing creature or a place or an object no choice within range, allowing it to answer the questions you pose.
larger than 10 feet in any dimension. The target can’t be targeted by The corpse must still have a mouth and can’t be undead. The spell
any divination magic or perceived through magical scrying sensors. fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The
corpse knows only what it knew in life, including the languages it
knew. Answers are usually brief, cryptic, or repetitive, and the corpse
is under no compulsion to offer a truthful answer if you are hostile to
it or it recognizes you as an enemy. This spell doesn’t return the
creature’s soul to its body, only its animating spirit. Thus, the corpse
can’t learn new information, doesn’t comprehend anything that has
happened since it died, and can’t speculate about future events.

Knowledge Domain (Cleric) Player’s Handbook Knowledge Domain (Cleric) Player’s Handbook
Chain Shirt Shield Emblem
Armor Armor Spellcasting Focus

Made of interlocking metal rings, a chain shirt is worn A shield is made from wood or metal and is carried in one A holy symbol is a representation of a god or pantheon. It
between layers of clothing or leather. This armor offers hand. Wielding a shield increases your Armor Class by 2. might be an amulet depicting a symbol representing a
modest protection to the wearer’s upper body and allows You can benefit from only one shield at a time. deity, the same symbol carefully engraved or inlaid as an
the sound of the rings rubbing against one another to be emblem on a shield, or a tiny box holding a fragment of a
muffled by outer layers. 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.

20 lb. Player’s Handbook 6 lb. Player’s Handbook — Player’s Handbook

Rapier 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.

2 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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