You are on page 1of 7

Light Domain Cleric 6, Di… Acolyte (custom)

CLASS & LEVEL BACKGROUND PLAYER NAME


Silecas Brightail Owlin Lawful Good Milestone
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

STRENGTH 23 0 30

0 4 PROFICIENCY BONUS

10 PERSONALITY TRAITS
Hit Point Maximum
0 Strength
DEXTERITY 4 Dexterity

0
0 Constitution CURRENT HIT POINTS

4 Intelligence

8 Wisdom
11 IDEALS
4 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

0 0 Acrobatics (Dex)
10

10 4 Animal Handling (…
12 Arcana (Int) BONDS

INTELLIGENCE 0 Athletics (Str)

4
0 Deception (Cha) NAME ATK DAMAGE/TYPE

8 History (Int)
Unarmed Strike +4 1 Bludgeoning
4 Insight (Wis)
18
0 Intimidation (Cha) Decanter of E… DC13 1d4 Bludgeo…
FLAWS
4 Investigation (Int)
WISDOM
12 Medicine (Wis) Burning Hands 3d6 Fire

4 4
8
Nature (Int)

Perception (Wis)
Flaming Sphere 2d6 fire Darkvision

18 0 Performance (Cha)
Flight
Scorching Ray +8 2d6 Fire Silent Feathers
0 Persuasion (Cha)
CHARISMA Healer
8 Religion (Int) Fireball DC16 8d6 Fire

0 0
4
Sleight of Hand (D…

Stealth (Dex) ATTACKS & SPELLCASTING


Fey Touched

Medic

11 4 Survival (Wis) Metamagic Adept

SKILLS Resilient
CP SP EP GP PP
Warding Flare

Channel Divinity
18 PASSIVE WISDOM (PERCEPTION) 1 Unarmed Strike
Channel Divinity: Turn Undead
1 Pearl of Power
1 Cube of Force Channel Divinity: Radiance of the Dawn
TOOL: Healer's kit
1 Periapt of Health Destroy Undead
LANGUAGE: Celestial, Common, Draconic,
1 Decanter of Endless Water Arcane Recovery
Sylvan
6 Spawn of Kyuss Divination Savant
ARMOR: Light Armor, Medium Armor, Shields
1 Potion of Longevity
Portent
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
FEATURES & TRAITS
NAME ATK DAMAGE/TYPE Total: Total:
CP SP EP GP PP

1 Demon tooth
1 Boots of the Winterlands
1 Arcana Book Total: Total:
1 Spellbook
1 Prayer Book
ATTACKS & SPELLCASTING
1 Stick of incience
1 Vestments Total: Total:
1 Common clothes
1 Amulet
1 Helm's Shield
4 Oil
1 Holy Water
1 Stalhrim Armor
7 Potion of Healing
1 Healer's kit
1 Backpack
1 Bedroll
1 Cook's utensils
1 Rations
1 Waterskin
2 Ginger
1 Tinderbox
1 Potion of Maximum Power
1 Spell Scroll of Reality Break
1 Spell Scroll of Wall of Ice
1 Construc Core (Soulstone)

EQUIPMENT
WISDOM 16 8

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6 0

Light Daylight

Fireball
7 0

1 4
4 3

Burning Hands
8 0
Faerie Fire
5 2

2 3
9 0

Flaming Sphere

Scorching Ray
FEATURES & TRAITS
Darkvision Medic Channel Divinity
You can see in dim light within 120 feet of yourself You master the physician's arts, gaining the At 2nd level, you gain the ability to channel divine
as if it were bright light and in darkness as if it were following benefits: Increase your Wisdom score by energy directly from your deity, using that energy to
dim light. You discern colors in that darkness only 1, to a maximum of 20. You gain proficiency in the fuel magical effects. You start with two such
as shades of gray. Medicine skill. If you are already proficient in the effects: Turn Undead and an effect determined by
skill, you add double your proficiency bonus to your domain. Some domains grant you additional
Flight checks you make with it. During a short rest, you effects as you advance in levels, as noted in the
Thanks to your wings, you have a flying speed can clean and bind the wounds of up to six willing domain description. When you use your Channel
equal to your walking speed. You can't use this beasts and humanoids. Make a DC 15 Wisdom Divinity, you choose which effect to create. You
flying speed if you're wearing medium or heavy (Medicine) check for each creature. On a success, if must then finish a short or long rest to use your
armor. a creature spends a Hit Die during this rest, that Channel Divinity again. Some Channel Divinity
creature can forgo the roll and instead regain the effects require saving throws. When you use such
Silent Feathers
maximum number of hit points the die can restore. an effect from this class, the DC equals your cleric
You have proficiency in the Stealth skill.
A creature can do so only once per rest, regardless spell save DC. Beginning at 6th level, you can use
Healer of how many Hit Dice it spends. your Channel Divinity twice between rests, and
You are an able physician, allowing you to mend beginning at 18th level, you can use it three times
Metamagic Adept between rests. When you finish a short or long rest,
wounds quickly and get your allies back in the
You've learned how to exert your will on your you regain your expended uses.
fight. You gain the following benefits: When you
spells to alter how they function: You learn two
use a healer's kit to stabilize a dying creature, that
Metamagic options of your choice from the sorcerer Channel Divinity: Turn Undead
creature also regains 1 hit point. As an action, you
class. You can use only one Metamagic option on a As an action, you present your holy symbol and
can spend one use of a healer's kit to tend to a
spell when you cast it, unless the option says speak a prayer censuring the undead. Each undead
creature and restore 1d6 + 4 hit points to it, plus
otherwise. Whenever you reach a level that grants that can see or hear you within 30 feet of you must
additional hit points equal to the creature's
the Ability Score Improvement feature, you can make a Wisdom saving throw. If the creature fails
maximum number of Hit Dice. The creature can't
replace one of these Metamagic options with its saving throw, it is turned for 1 minute or until it
regain hit points from this feat again until it finishes
another one from the sorcerer class. You gain 2 takes any damage. A turned creature must spend its
a short or long rest.
sorcery points to spend on Metamagic (these points turns trying to move as far away from you as it can,
Fey Touched are added to any sorcery points you have from and it can't willingly move to a space within 30 feet
Your exposure to the Feywild's magic has changed another source but can be used only on of you. It also can't take reactions. For its action, it
you, granting you the following benefits: Increase Metamagic). You regain all spent sorcery points can use only the Dash action or try to escape from
your Intelligence by 1, to a maximum of 20. You when you finish a long rest. an effect that prevents it from moving. If there's
learn the misty step spell and one 1st-level spell of nowhere to move, the creature can use the Dodge
Resilient action.
your choice. The 1st-level spell must be from the
Increase Dexterity score by 1, to a maximum of 20.
divination or enchantment school of magic. You can
You gain proficiency in saving throws using Channel Divinity: Radiance of the Dawn
cast each of these spells without expending a spell
Dexterity. Starting at 2nd level, you can use your Channel
slot. Once you cast either of these spells in this
Divinity to harness sunlight, banishing darkness
way, you can't cast that spell in this way again until Warding Flare and dealing radiant damage to your foes. As an
you finish a long rest. You can also cast these spells At 1st level, you can interpose divine light between action, you present your holy symbol, and any
using spell slots you have of the appropriate level. yourself and an attacking enemy. When you are magical darkness within 30 feet of you is dispelled.
The spells' spellcasting ability is the ability attacked by a creature within 30 feet of you that Additionally, each hostile creature within 30 feet of
increased by this feat. you can see, you can use your reaction to impose you must make a Constitution saving throw. A
disadvantage on the attack roll, causing light to creature takes radiant damage equal to 2d10 + your
flare before the attacker before it hits or misses. An cleric level on a failed saving throw, and half as
attacker that can't be blinded is immune to this much damage on a successful one. A creature that
feature. You can use this feature a number of times has total cover from you is not affected.
equal to your Wisdom modifier (a minimum of
once). You regain all expended uses when you Destroy Undead
finish a long rest. Starting at 6th level, you can also You can destroy undead creatures using your Turn
use your Warding Flare feature when a creature that Undead feature: CR 1/2 at level 5th. CR 1 at level
you can see within 30 feet of you attacks a creature 8th. CR 2 at level 11th. CR 3 at level 14th. CR 4 at
other than you. level 17th.
Arcane Recovery Divination Savant Portent
You have learned to regain some of your magical Beginning when you select this school at 2nd level, Starting at 2nd level when you choose this school,
energy by studying your spellbook. Once per day the gold and time you must spend to copy a glimpses of the future begin to press in on your
when you finish a short rest, you can choose divination spell into your spellbook is halved. awareness. When you finish a long rest, roll two
expended spell slots to recover. The spell slots can d20s and record the numbers rolled. You can
have a combined level that is equal to or less than replace any attack roll, saving throw, or ability
half your wizard level (rounded up), and none of check made by you or a creature that you can see
the slots can be 6th level or higher. For example, if with one of these foretelling rolls. You must choose
you're a 4th-level wizard, you can recover up to two to do so before the roll, and you can replace a roll
levels worth of spell slots. You can recover either a in this way only once per turn. Each foretelling roll
2nd-level spell slot or two 1st-level spell slots. can be used only once. When you finish a long rest,
you lose any unused foretelling rolls.
SPELLS
Light Faerie Fire Scorching Ray
Evocation cantrip Evocation 1 Evocation 2
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet Range: 120 feet
Target: One object that is no larger than 10 feet in Target: Each object in a 20-foot cube within range Target: Targets (one or several) within range
any dimension Components: V Components: V S
Components: V M Duration: ConcentrationUp to 1 minute Duration: Instantaneous
Duration: 1 hour Description: Description:
Description: Each object in a 20-foot cube within range is You create three rays of fire and hurl them at targets
You touch one object that is no larger than 10 feet outlined in blue, green, or violet light (your choice). within range. You can hurl them at one target or
in any dimension. Until the spell ends, the object Any creature in the area when the spell is cast is several. Make a ranged spell attack for each ray. On
sheds bright light in a 20-foot radius and dim light also outlined in light if it fails a Dexterity saving a hit, the target takes 2d6 fire damage.
for an additional 20 feet. The light can be colored throw. For the duration, objects and affected At Higher Levels: When you cast this spell using a
as you like. Completely covering the object with creatures shed dim light in a 10-foot radius. Any spell slot of 3rd level or higher, you create one
something opaque blocks the light. The spell ends if attack roll against an affected creature or object has additional ray for each slot level above 2nd.
you cast it again or dismiss it as an action. If you advantage if the attacker can see it, and the affected
target an object held or worn by a hostile creature, creature or object can’t benefit from being invisible. Daylight
that creature must succeed on a Dexterity saving Evocation 3
throw to avoid the spell. Flaming Sphere Casting Time: 1 action
Conjuration 2 Range: 60 feet
Burning Hands Casting Time: 1 action Target: A point you choose within range
Evocation 1 Range: 60 feet Components: V S
Casting Time: 1 action Target: An unoccupied space of your choice within Duration: 1 hour
Range: Self (15-foot cone) range Description:
Target: Self (15-foot cone) Components: V S M A 60-foot-radius sphere of light spreads out from a
Components: V S Duration: ConcentrationUp to 1 minute point you choose within range. The sphere is bright
Duration: Instantaneous Description: light and sheds dim light for an additional 60 feet.
Description: A 5-foot-diameter sphere of fire appears in an If you chose a point on an object you are holding or
As you hold your hands with thumbs touching and unoccupied space of your choice within range and one that isn’t being worn or carried, the light shines
fingers spread, a thin sheet of flames shoots forth lasts for the duration. Any creature that ends its turn from the object and moves with it. Completely
from your outstretched fingertips. Each creature in within 5 feet of the sphere must make a Dexterity covering the affected object with an opaque object,
a 15-foot cone must make a Dexterity saving throw. saving throw. The creature takes 2d6 fire damage such as a bowl or a helm, blocks the light. If any of
A creature takes 3d6 fire damage on a failed save, on a failed save, or half as much damage on a this spell’s area overlaps with an area of darkness
or half as much damage on a successful one. The successful one. As a bonus action, you can move created by a spell of 3rd level or lower, the spell
fire ignites any flammable objects in the area that the sphere up to 30 feet. If you ram the sphere into that created the darkness is dispelled.
aren’t being worn or carried. a creature, that creature must make the saving
At Higher Levels: When you cast this spell using a throw against the sphere’s damage, and the sphere Fireball

spell slot of 2nd level or higher, the damage stops moving this turn. When you move the sphere, Evocation 3

increases by 1d6 for each slot level above 1st. you can direct it over barriers up to 5 feet tall and Casting Time: 1 action

jump it across pits up to 10 feet wide. The sphere Range: 150 feet

ignites flammable objects not being worn or Target: A point you choose within range

carried, and it sheds bright light in a 20-foot radius Components: V S M

and dim light for an additional 20 feet. Duration: Instantaneous

At Higher Levels: When you cast this spell using a Description:

spell slot of 3rd level or higher, the damage A bright streak flashes from your pointing finger to

increases by 1d6 for each slot level above 2nd. a point you choose within range and then blossoms
with a low roar into an explosion of flame. Each
creature in a 20-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target
takes 8d6 fire damage on a failed save, or half as
much damage on a successful one. The fire spreads
around corners. It ignites flammable objects in the
area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, the damage
increases by 1d6 for each slot level above 3rd.

You might also like