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Level 7 Human Cleric, Twilight Domain (3) / Fighter (4) 23000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


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

STEALTH DISADVANTAGE

ARMOR Telekinetic Reprisal (Reaction—3/Long Rest). When you


STRENGTH Splint 20 take damage from a creature that is within 10 feet of you,
you can emanate telekinetic energy. The creature that
PROFICIENCY BONUS +3
16
SHIELD dealt damage to you must make a Strength saving throw
AC (DC 15). On a failed save, the creature takes 2d8 force
Shield
damage and is pushed up to 10 feet away from you. On a
N
CIE C
Defense (Fighting Style) (1) successful save, the creature takes half as much damage
+3 Strength
Y
PROFI

and isn’t pushed.


+3
+1 Dexterity
Mobile. When you use the Dash action, difficult terrain
+3 Constitution ARMOR CLASS doesn’t cost you extra movement on that turn.When you
DEXTERITY make a melee attack against a creature, you don’t provoke
+2 Intelligence opportunity attacks from that creature for the rest of the
MAXIMUM HIT DICE TEMPORARY

12
turn, whether you hit or not.
✘ +7 Wisdom
63 3d8/4d10
✘ +1 Charisma Spellcasting. You can cast cleric spells as rituals. You can
CONDITIONAL
prepare 7 spells from the cleric spell list. You can use a holy
symbol as your spellcasting focus.
+1
Channel Divinity (1/Short Rest).
CURRENT HIT POINTS
Turn Undead (Action—Channel Divinity). Each undead
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS that can see or hear you within 30 feet of you must make a
Wisdom saving throw. If the creature fails its saving throw,
16 N
CIE C

+1 Acrobatics (Dex)
SPEED
40ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
it is turned for 1 minute or until it takes any damage.A
turned creature must spend its turns trying to move as far
Y
PROFI

RT

EXPE
away from you as it can, and it can’t willingly move to a
+4 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
space within 30 feet of you. It also can’t take reactions. For
+3 +2 Arcana (Int) Darkvision its action, it can use only the Dash action or try to escape
from an effect that prevents it from moving. If there’s
✘ +6 Athletics (Str) nowhere to move, the creature can use the Dodge action.
INTELLIGENCE -2 Deception (Cha) Eyes of Night (Action—1/Long Rest). You can magically
share the darkvision of this feature with willing creatures
14 ✘


+5 History (Int)
+7 Insight (Wis)
you can see within 10 feet of you, up to 4 creatures. The
shared darkvision lasts for 1 hour. You can expend a spell
slot of any level to share it again.
-2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 +2 Investigation (Int)
Darkvision. You can see in dim light within 300 feet of you
as if it were bright light, and in darkness as if it were dim
✘ +7 Medicine (Wis)
light.
WISDOM +2 Nature (Int) Vigilant Blessing (Action). You give one creature you touch
advantage on the next initiative roll the creature makes.

19 +4 Perception (Wis)
-2 Performance (Cha)
This benefit ends immediately after the roll or if you use
this feature again.

-2 Persuasion (Cha) Twilight Sanctuary (Action—Channel Divinity). You


+4 ✘ +5 Religion (Int)
present your holy symbol, and a sphere of twilight
emanates from you. The sphere is centered on you, has a
30-foot radius, and is filled with dim light. The sphere
+1 Sleight of Hand (Dex) moves with you, and it lasts for 1 minute or until you are
CHARISMA +1 Stealth (Dex) incapacitated or die. Whenever a creature ends its turn in
the sphere, you can grant that creature one of these

7 ✘ +7 Survival (Wis)
SKILLS
benefits:
• You grant it 1d6 + 3 temporary hp.
• You end one effect on it causing it to be charmed or
frightened.
-2 14 PASSIVE PERCEPTION
Fighting Style.
Defense. While you are wearing armor, you gain a +1
bonus to AC.
ADVANTAGE

Second Wind (Bonus Action—1/Short Rest). You regain


INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS 1d10+4 hp.

Action Surge (1/Short Rest). On your turn, you can take


NAME RANGE ATTACK DAMAGE / TYPE one additional action on top of your regular action.
Warhammer 5 ft +6 vs AC 1d8+3 bludgeoning
Versatile
FEATURES & TRAITS
Club 5 ft +6 vs AC 1d4+3 bludgeoning
Light
Armor Proficiencies. Light Armor, Medium Armor,
Shield, Heavy Armor, Shields

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. Woodcarver’s tools, Herbalism


kit

Languages. Common, Minotaur, Giant, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 25 185 80kg
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
[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
[Splint] 1 60
Woodcarver’s Tools 1 5
Cook’s Utensils 1 8
Climber’s Kit 1 12
Manacles 1 6
Rowboat 1 —
Tent, Two—Person 1 20
Rope, Hempen (50 feet) 10 100

Shovel 1 5
Ram, Portable 1 35
Club 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

3 1 0 620 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

296.5 lb / 240 lb 480 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

50 Chicken
20 Sheep
10 Cow
3 Riding Horse
3 Draft Horse
1x modifiel carriage

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

Aile Evi #2
STORED ITEM # lb. STORED ITEM # lb.
Saddle, Riding 1 —
Saddle, Riding 1 —
Saddle, Pack 1 —
Saddle, Pack 1 —
Saddle, Pack 1 —
Saddle, Pack 1 —
Saddle, Pack 1 —
Saddle, Pack 1 —

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
367.5 DTP Carrying capacity 480
10 lonca puanı
14 oyun puanı
5 Gm Puanı Lesser Adrenaline Potion (15th level). Duration: instantaneous
This potion shocks the adventurer's system back to life, provided they died
Halk milisleri within the last minute. They regain hit points equal to your fighter level
1-Avcı -woodcarver's tools (1lp) and can immediately take one action. When a creature consumes this
2-Yolgezer -Survival (4lp) potion they immediately gain one level of exhaustion.
3-Doğanın Hikmeti (9lp)
Lesser Berserker Potion (15th level). Duration: 1 hour
When consumed, this potion allows the adventurer to push beyond the
limits of normal mortals. While under the effects of this potion you do not
fall unconscious when you drop to 0 hit points. However, you still continue
to make death saving throws, but at disadvantage.

Lesser Warding Potion (7th level). Duration: 1 minute


When consumed, this potion wards the adventurer's body. They gain
resistance to your choice of acid, cold, fire, poison, lightning, thunder,
force, necrotic, psychic, or radiant damage for the duration (your choice).

Improved Potion: Effect Duration increases to 1 hour.

Lesser Healing Potion. Duration: 1 minute


When consumed, this potion soothes the weary adventurer. They regain
hit points equal to 1d6 + your fighter level.

Improved Potion: hit points regained increases to 2d6 + your fighter level.

Lesser Heightening Potion (7th level). Duration: 1 minute


When this potion is consumed, the adventurer's abilities become
heightened. They gain advantage on your choice of Strength, Constitution,
Dexterity, Intelligence, Wisdom, or Charisma checks and saving throws for
the duration.

Improved Potion: Effect duration increases to 1 hour.

Lesser Limbering Potion. Duration: 1 hour


When consumed, this potion enhanced the muscles of the adventurer.
Their speed is increased by 10 feet.

Improved Potion: Their speed is increased by 20 feet.

Lesser Tenacious Potion (10th level). Duration: 1 minute


When consumed, this potion increases the adventurer's grit. They are
immune to either charm, fear, or paralyzed effects for the duration (your
choice).

Improved Potion: Effect duration increases to 1 hour.

detect magic
Find Familiar
identify

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Hawk Familiar Selection

Şahin Ağa CREATURE OWNER

Tiny beast, unaligned 0


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

MAXIMUM HIT DICE TEMPORARY Keen Sight. The hawk has advantage on Wisdom
1 (Perception) checks that rely on sight.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 1 slashing damage.

CURRENT HIT POINTS


DEATH SAVING THROWS

PROFICIENCY INITIATIVE
2 +3 13
SPEED
AC
10 ft., fly 60 ft.
COMPANION
Skills. Perception +4
STRENGTH DEXTERITY CONSTITUTION Languages. —

5 16 8
-3 +3 -1

INTELLIGENCE WISDOM CHARISMA

2 14 6
-4 +2 -2
CREATURE STATISTICS TRAITS & ACTIONS
Wisdom +7 15 7

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Twilight Domain

CANTRIPS Guidance Sacred Flame


Toll the Dead

1ST LEVEL 4 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)

2ND LEVEL 2 SPELL SLOTS ● Aid ● Augury


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

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Snare (Additional Spell) Identify (Additional Spell)


Find Familiar (Additional Spell)
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 Find Familiar Guiding Bolt


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

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


RANGE 60 feet RANGE 10 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 round
COMPONENTS V COMPONENTS V, S, M (10 gp worth of charcoal, incense, and herbs that must be COMPONENTS V, S
consumed by fire in a brass brazier)

Each object in a 20-foot cube within range is outlined in blue, green, You gain the service of a familiar, a spirit that takes an animal form you choose: A flash of light streaks toward a creature of your choice within range.
or violet light (your choice). Any creature in the area when the spell is bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish Make a ranged spell attack against the target. On a hit, the target
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
cast is also outlined in light if it fails a Dexterity saving throw. For the space within range, the familiar has the statistics of the chosen form, though it is a takes 4d6 radiant damage, and the next attack roll made against this
duration, objects and affected creatures shed dim light in a 10-foot celestial, fey or fiend (your choice) instead of a beast. target before the end of your next turn has advantage, thanks to the
radius. Your familiar acts independently of you, but it always obeys your commands. In mystical dim light glittering on the target until then.
Any attack roll against an affected creature or object has advantage combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, 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 but it can take other actions as normal. level or higher, the damage increases by 1d6 for each slot level above
benefit from being invisible. When the familiar drops to 0 hit points, it disappears, leaving behind no physical 1st.
form. It reappears after you cast this spell again. As an action, you can temporarily
dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you. Whenever the familiar
drops to 0 hit points or disappears into the pocket dimension, it leaves behind in
its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it
telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.

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

Healing Word Identify Inflict Wounds


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

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

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 melee spell attack against a creature you can reach. On a hit,
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 the target takes 3d10 necrotic damage.
no effect on undead or constructs. learn its properties and how to use them, whether it requires 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 attunement to use, and how many charges it has, if any. You learn level or higher, the damage increases by 1d10 for each slot level
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 above 1st.
1st. item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn
what spells, if any, are currently affecting it.

Prepared (Cleric) Player’s Handbook Additional Spell Player’s Handbook Prepared (Cleric) Player’s Handbook
Protection from Evil and Good Purify Food and Drink Sanctuary
1st-level abjuration 1st-level transmutation (ritual) 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Touch RANGE 10 feet RANGE 30 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S COMPONENTS V, S, M (a small silver mirror)
consumes)

Until the spell ends, one willing creature you touch is protected All nonmagical food and drink within a 5-foot-radius sphere centered You ward a creature within range against attack. Until the spell ends,
against certain types of creatures: aberrations, celestials, elementals, on a point of your choice within range is purified and rendered free any creature who targets the warded creature with an attack or a
fey, fiends, and undead. of poison and disease. harmful spell must first make a Wisdom saving throw. On a failed
The protection grants several benefits. Creatures of those types save, the creature must choose a new target or lose the attack or
have disadvantage on attack rolls against the target. The target also spell. This spell doesn’t protect the warded creature from area
can’t be charmed, frightened, or possessed by them. If the target is effects, such as the explosion of a fireball.
already charmed, frightened, or possessed by such a creature, the If the warded creature makes an attack, casts a spell that affects an
target has advantage on any new saving throw against the relevant enemy, or deals damage to another creature, this spell ends.
effect.

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

Shield of Faith Sleep Snare


1st-level abjuration 1st-level enchantment 1st-level abjuration

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 minute
RANGE 60 feet RANGE 90 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION 1 minute DURATION 8 hours
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) COMPONENTS S, M (25 feet of rope, which the spell consumes)

A shimmering field appears and surrounds a creature of your choice This spell sends creatures into a magical slumber. Roll 5d8, the total As you cast this spell, you use the rope to create a circle with a 5-foot
within range, granting it a +2 bonus to AC for the duration. is how many hit points of creatures this spell can affect. Creatures radius on the ground or the floor. When you finish casting, the rope
within 20 feet of a point you choose within range are affected in disappears and the circle becomes a magic trap.
ascending order of their current hit points (ignoring unconscious This trap is nearly invisible, requiring a successful Intelligence
creatures). (Investigation) check against your spell save DC to be discerned.
Starting with the creature that has the lowest current hit points, The trap triggers when a Small, Medium, or Large creature moves
each creature affected by this spell falls unconscious until the spell onto the ground or the floor in the spell’s radius. That creature must
ends, the sleeper takes damage, or someone uses an action to shake succeed on a Dexterity saving throw or be magically hoisted into the
or slap the sleeper awake. Subtract each creature’s hit points from air, leaving it hanging upside down 3 feet above the ground or the
the total before moving on to the creature with the next lowest hit floor. The creature is restrained there until the spell ends.
points. A creature’s hit points must be equal to or less than the A restrained creature can make a Dexterity saving throw at the end
remaining total for that creature to be affected. of each of its turns, ending the effect on itself on a success.
Undead and creatures immune to being charmed aren’t affected Alternatively, the creature or someone else who can reach it can use
by this spell. an action to make an Intelligence (Arcana) check against your spell
At Higher Levels. When you cast this spell using a spell slot of 2nd save DC. On a success, the restrained effect ends.
level or higher, roll an additional 2d8 for each slot level above 1st. After the trap is triggered, the spell ends when no creature is
restrained by it.

Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Additional Spell Xanathar’s Guide to Everything

Aid Augury Blindness/Deafness


2nd-level abjuration 2nd-level divination (ritual) 2nd-level necromancy

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


RANGE 30 feet RANGE Self RANGE 30 feet
DURATION 8 hours DURATION Instantaneous DURATION 1 minute
COMPONENTS V, S, M (a tiny strip of white cloth) COMPONENTS V, S, M (specially marked sticks, bones, or similar tokens worth at COMPONENTS V
least 25 gp)

Your spell bolsters your allies with toughness and resolve. Choose up By casting gem-inlaid sticks, rolling dragon bones, laying out ornate You can blind or deafen a foe. Choose one creature that you can see
to three creatures within range. Each target’s hit point maximum and cards, or employing some other divining tool, you receive an omen within range to make a Constitution saving throw. If it fails, the target
current hit points increase by 5 for the duration. from an otherworldly entity about the results of a specific course of is either blinded or deafened (your choice) for the duration. At the
At Higher Levels. When you cast this spell using a spell slot of 3rd action that you plan to take within the next 30 minutes. The DM end of each of its turns, the target can make a Constitution saving
level or higher, a target’s hit points increase by an additional 5 for chooses from the following possible omens: throw. On a success, the spell ends.
each slot level above 2nd. • Weal, for good results At Higher Levels. When you cast this spell using a spell slot of 3rd
• Woe, for bad results or higher, you can target one additional creature for each slot level
• Weal and woe, for both good and bad results above 2nd.
• Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that
might change the outcome, such as the casting of additional spells or
the loss or gain of a companion.
If you cast the spell two or more times before completing your next
long rest, there is a cumulative 25 percent chance for each casting
after the first that you get a random reading. The DM makes this roll
in secret.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Borrowed Knowledge Calm Emotions Continual Flame
2nd-level divination 2nd-level enchantment 2nd-level evocation

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


RANGE Self RANGE 60 feet RANGE Touch
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION Until dispelled
COMPONENTS V, S, M (a book worth at least 25gp) COMPONENTS V, S COMPONENTS V, S, M (ruby dust worth 50 gp, which the spell consumes)

You draw on knowledge from spirits of the past. Choose one skill in You attempt to suppress strong emotions in a group of people. Each A flame, equivalent in brightness to a torch, springs forth from an
which you lack proficiency. For the spell’s duration, you have humanoid in a 20-foot-radius sphere centered on a point you choose object that you touch. The effect looks like a regular flame, but it
proficiency in the chosen skill. The spell ends early if you cast it again. within range must make a Charisma saving throw; a creature can creates no heat and doesn’t use oxygen. A continual flame can be
choose to fail this saving throw if it wishes. If a creature fails its covered or hidden but not smothered or quenched.
saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or
frightened. When this spell ends, any suppressed effect resumes,
provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of
your choice that it is hostile toward. This indifference ends if the
target is attacked or harmed by a spell or if it witnesses any of its
friends being harmed. When the spell ends, the creature becomes
hostile again, unless the GM rules otherwise.

Prepared (Cleric) Strixhaven: A Curriculum Of Chaos Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Enhance Ability Find Traps Gentle Repose


2nd-level transmutation 2nd-level divination 2nd-level necromancy (ritual)

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


RANGE Touch RANGE 120 feet RANGE Touch
DURATION Concentration, up to 1 hour DURATION Instantaneous DURATION 10 days
COMPONENTS V, S, M (fur or a feather from a beast) COMPONENTS V, S COMPONENTS V, S, M (a pinch of salt and one copper piece placed on each of the
corpse’s eyes, which must remain there for the duration)

You touch a creature and bestow upon it a magical enhancement. You sense the presence of any trap within range that is within line of You touch a corpse or other remains. For the duration, the target is
Choose one of the following effects: the target gains the effect until sight. A trap, for the purpose of this spell, includes anything that protected from decay and can’t become undead.
the spell ends. would inflict a sudden or unexpected effect you consider harmful or The spell also effectively extends the time limit on raising the
Bear’s Endurance. The target has advantage on Constitution undesirable, which was specifically intended as such by its creator. target from the dead, since days spent under the influence of this
checks. It also gains 2d6 temporary hit points, which are lost when Thus, the spell would sense an area affected by the alarm spell, a spell don’t count against the time limit of spells such as raise dead.
the spell ends. glyph of warding, or a mechanical pit trap, but it would not reveal a
Bull’s Strength. The target has advantage on Strength checks, and natural weakness in the floor, an unstable ceiling, or a hidden
his or her carrying capacity doubles. sinkhole.
Cat’s Grace. The target has advantage on Dexterity checks. It also This spell merely reveals that a trap is present. You don’t learn the
doesn’t take damage from falling 20 feet or less if it isn’t location of each trap, but you do learn the general nature of the
incapacitated. danger posed by a trap you sense.
Eagle’s Splendor. The target has advantage on Charisma checks.
Fox’s Cunning. The target has advantage on Intelligence checks.
Owl’s Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each slot
level above 2nd.

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

Hold Person Lesser Restoration Locate Object


2nd-level enchantment 2nd-level abjuration 2nd-level divination

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


RANGE 60 feet RANGE Touch RANGE Self
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V, S COMPONENTS V, S, M (a forked twig)

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 Describe or name an object that is familiar to you. You sense the
succeed on a Wisdom saving throw or be paralyzed for the duration. afflicting it. The condition can be blinded, deafened, paralyzed, or direction to the object’s location, as long as that object is within
At the end of each of its turns, the target can make another Wisdom poisoned. 1,000 feet of you. If the object is in motion, you know the direction of
saving throw. On a success, the spell ends on the target. its movement.
At Higher Levels. When you cast this spell using a spell slot of 3rd The spell can locate a specific object known to you, as long as you
level or higher, you can target on additional humanoid for each slot have seen it up close - within 30 feet - at least once. Alternatively, the
level above 2nd. The humanoids must be within 30 feet of each other spell can locate the nearest object of a particular kind, such as a
when you target them. certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin
sheet, blocks a direct path between you and the object.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Moonbeam Prayer of Healing Protection from Poison
2nd-level evocation 2nd-level evocation 2nd-level abjuration

CASTING TIME 1 action CASTING TIME 10 minutes CASTING TIME 1 action


RANGE 120 feet RANGE 30 feet RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S, M (several seeds of any moonseed plant and a piece of COMPONENTS V COMPONENTS V, S
opalescent feldspar)

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot- Up to six creatures of your choice that you can see within range each You touch a creature. If it is poisoned, you neutralize the poison. If
high cylinder centered on a point within range. Until the spell ends, regain hit points equal to 2d8 + your spellcasting ability modifier. This more than one poison afflicts the target, you neutralize on poison
dim light fills the cylinder. spell has no effect on undead or constructs. that you know is present, or you neutralize one at random.
When a creature enters the spell’s area for the first time on a turn At Higher Levels. When you cast this spell using a spell slot of 3rd For the duration, the target has advantage on saving throws
or starts its turn there, it is engulfed in ghostly flames that cause level or higher, the healing increases by 1d8 for each slot level above against being poisoned, and it has resistance to poison damage.
searing pain, and it must make a Constitution saving throw. It takes 2nd.
2d10 radiant damage on a failed save, or half as much damage on a
successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an
action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level
above 2nd.

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

See Invisibility Silence Spiritual Weapon


2nd-level divination 2nd-level illusion (ritual) 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE 120 feet RANGE 60 feet
DURATION 1 hour DURATION Concentration, up to 10 minutes DURATION 1 minute
COMPONENTS V, S, M (A pinch of Talc and a small sprinkling of powdered silver) COMPONENTS V, S COMPONENTS V, S

For the duration, you see invisible creatures and objects as if they For the duration, no sound can be created within or pass through a You create a floating, spectral weapon within range that lasts for the
were visible, and you can see into the Ethereal Plane. Ethereal 20-foot-radius sphere centered on a point you choose within range. duration or until you cast this spell again. When you cast the spell,
creatures and objects appear ghostly and translucent. Any creature or object entirely inside the sphere is immune to you can make a melee spell attack against a creature within 5 feet of
thunder damage, and creatures are deafened while entirely inside it. the weapon. On a hit, the target takes force damage equal to 1d8 +
Casting a spell that includes a verbal component is impossible there. 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.

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

Warding Bond Zone of Truth


2nd-level abjuration 2nd-level enchantment

CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet
DURATION 1 hour DURATION 10 minutes
COMPONENTS V, S, M (a pair of platinum rings worth at least 50 gp each, which you COMPONENTS V, S
and target must wear for the duration)

This spell wards a willing creature you touch and creates a mystic You create a magical zone that guards against deception in a 15-foot-
connection between you and the target until the spell ends. While radius sphere centered on a point of your choice within range. Until
the target is within 60 feet of you, it gains a +1 bonus to AC and the spell ends, a creature that enters the spell’s area for the first time
saving throws, and it has resistance to all damage. Also, each time it on a turn or starts its turn there must make a Charisma saving throw.
takes damage, you take the same amount of damage. On a failed save, a creature can’t speak a deliberate lie while in the
The spell ends if you drop to 0 hit points or if you and the target radius. You know whether each creature succeeds or fails on its
become separated by more than 60 feet. It also ends if the spell is saving throw.
cast again on either of the connected creatures. You can also dismiss An affected creature is aware of the spell and can thus avoid
the spell as an action. answering questions to which it would normally respond with a lie.
Such creatures can be evasive in its answers as long as it remains
within the boundaries of the truth.

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


Warhammer Shield Crossbow, Light
Weapons Armor Weapons

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

2 lb. Player’s Handbook 6 lb. Player’s Handbook 5 lb. Player’s Handbook

Backpack Blanket Candle


Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically For 1 hour, a candle sheds bright light in a 5-foot radius and
with straps to secure it. A backpack can hold 1 cubic foot/ dim light for an additional 5 feet.
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 3 lb. Player’s Handbook — Player’s Handbook

Tinderbox Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
(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.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Splint Woodcarver’s Tools Cook’s Utensils
Armor Tools Tools

This armor is made of narrow vertical strips of metal Woodcarver’s tools allow you to craft intricate objects from Adventuring is a hard life. With a cook along on the journey,
riveted to a backing of leather that is worn over cloth wood, such as wooden tokens or arrows. your meals will be much better than the typical mix of hardtack
padding. Flexible chain mail protects the joints. Components. Woodcarver’s tools consist of a knife, a and dried fruit.
gouge, and a small saw. Components. Cook’s utensils include a metal pot, knives,
Arcana, History. Your expertise lends you additional forks, a stirring spoon, and a ladle.
insight when you examine wooden objects, such as History. Your knowledge of cooking techniques al— lows you
figurines or arrows. to assess the social patterns involved in a cultures eating
habits.
Nature. Your knowledge of wooden objects gives you Medicine. When administering treatment, you can transform
some added insight when you examine trees. medicine that is bitter or sour into a pleasing concoction.
Repair. As part of a short rest, you can repair a single Survival. When foraging for food, you can make do with
damaged wooden object. ingredients you scavenge that others would be unable to
Craft Arrows. As part of a short rest, you can craft up to transform into nourishing meals.
five arrows. As part of a long rest, you can craft up to Prepare Meals. As part of a short rest, you can pre— pare a
twenty. You must have enough wood on hand to produce tasty meal that helps your companions regain their strength.
them. You and up to five creatures of your choice regain 1 extra hit
WOODCARVER’S TOOLS point per Hit Die spent during a short rest, provided you have
Activity DC access to your cook’s utensils and sufficient food.
Craft a small wooden figurine 10 COOK’S UTENSILS
Carve an intricate pattern in wood 15 Activity DC
Create a typical meal 10
Duplicate a meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15

60 lb. Player’s Handbook 5 lbs. Player’s Handbook 8 lbs. Player’s Handbook

Climber’s Kit Manacles Rowboat


Adventuring Gear Adventuring Gear Mounts & Vehicles

A climber’s kit includes special pitons, boot tips, gloves, and These metal restraints can bind a Small or Medium • Speed.
a harness. You can use the climber’s kit as an action to creature. Escaping the manacles requires a successful DC • 1½ mph
anchor yourself; when you do, you can’t fall more than 25 20 Dexterity check. Breaking them requires a successful DC • Crew.
feet from the point where you anchored yourself, and you 20 Strength check. Each set of manacles comes with one • 1
can’t climb more than 25 feet away from that point without key. Without the key, a creature proficient with thieves’ • Passengers.
undoing the anchor. tools can pick the manacles’ lock with a successful DC 15 • 3
Dexterity check. Manacles have 15 hit points. • Cargo (tons).
• —
• AC.
• 11
• HP.
• 50
• Damage Threshold.
• —

12 lb. Player’s Handbook 6 lb. Player’s Handbook 0 lb. Dungeon Master’s Guide

Tent, Two—Person Rope, Hempen (50 feet) Shovel


Adventuring Gear Adventuring Gear Adventuring Gear

A simple and portable canvas shelter, a tent sleeps two. Rope, whether made of hemp or silk, has 2 hit points and
can be burst with a DC 17 Strength check.

20 lb. Player’s Handbook 10 lb. Player’s Handbook 5 lb. Player’s Handbook


Ram, Portable Saddle, Riding Saddle, Riding
Adventuring Gear Mounts & Vehicles Mounts & Vehicles

You can use a portable ram to break down doors. When A military saddle braces the rider, helping you keep your A military saddle braces the rider, helping you keep your
doing so, you gain a +4 bonus on the Strength check. One seat on an active mount in battle. It gives you advantage on seat on an active mount in battle. It gives you advantage on
other character can help you use the ram, giving you any check you make to remain mounted. An exotic saddle any check you make to remain mounted. An exotic saddle
advantage on this check. is required for riding any aquatic or flying mount. is required for riding any aquatic or flying mount.

35 lb. Player’s Handbook 25 lb. Player’s Handbook 25 lb. Player’s Handbook

Saddle, Pack Saddle, Pack Saddle, Pack


Mounts & Vehicles Mounts & Vehicles Mounts & Vehicles

A military saddle braces the rider, helping you keep your A military saddle braces the rider, helping you keep your A military saddle braces the rider, helping you keep your
seat on an active mount in battle. It gives you advantage on seat on an active mount in battle. It gives you advantage on seat on an active mount in battle. It gives you advantage on
any check you make to remain mounted. An exotic saddle any check you make to remain mounted. An exotic saddle any check you make to remain mounted. An exotic saddle
is required for riding any aquatic or flying mount. is required for riding any aquatic or flying mount. is required for riding any aquatic or flying mount.

15 lb. Player’s Handbook 15 lb. Player’s Handbook 15 lb. Player’s Handbook

Saddle, Pack Saddle, Pack Saddle, Pack


Mounts & Vehicles Mounts & Vehicles Mounts & Vehicles

A military saddle braces the rider, helping you keep your A military saddle braces the rider, helping you keep your A military saddle braces the rider, helping you keep your
seat on an active mount in battle. It gives you advantage on seat on an active mount in battle. It gives you advantage on seat on an active mount in battle. It gives you advantage on
any check you make to remain mounted. An exotic saddle any check you make to remain mounted. An exotic saddle any check you make to remain mounted. An exotic saddle
is required for riding any aquatic or flying mount. is required for riding any aquatic or flying mount. is required for riding any aquatic or flying mount.

15 lb. Player’s Handbook 15 lb. Player’s Handbook 15 lb. Player’s Handbook


Club
Weapons

2 lb. Player’s Handbook


Telekinetic Reprisal Mobile Spellcasting
Feat Feature Feat Class Feature

When you take damage from a creature that is within 10 You are exceptionally speedy and agile. You gain the As a conduit for divine power, you can cast cleric spells.
CANTRIPS
feet of you, you can use your reaction to emanate following benefits: At 1st level, you know three cantrips of your choice from the cleric spell list.
telekinetic energy. The creature that dealt damage to you • Your speed increases by 10 feet. You learn additional cleric cantrips of your choice at higher levels, as shown in
must make a Strength saving throw (DC equals 8 + your • When you use the Dash action, difficult terrain doesn’t the Cantrips Known column of the Cleric table.
PREPARING AND CASTING SPELLS
proficiency bonus + the ability modifier of the score cost you extra movement on that turn. The Cleric table shows how many spell slots you have to cast your cleric
increased by this feat). On a failed save, the creature takes • When you make a melee attack against a creature, you spells of 1st level and higher. To cast one of these spells, you must expend a
2d8 force damage and is pushed up to 10 feet away from don’t provoke opportunity attacks from that creature for slot of the spell’s level or higher. You regain all expended spell slots when you
you. On a successful save, the creature takes half as much the rest of the turn, whether you hit or not. finish a long rest.
You prepare the list of cleric spells that are available for you to cast,
damage and isn’t pushed. You can use this reaction a choosing from the cleric spell list. When you do so, choose a number of cleric
number of times equal to your proficiency bonus, and you spells equal to your Wisdom modifier + your cleric level (minimum of one
regain all expended uses when you finish a long rest. spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can
include six spells of 1st or 2nd level, in any combination. If you prepare the
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot.
Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest.
Preparing a new list of cleric spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells. The power of your
spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for a cleric spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a cleric spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS
You can use a holy symbol as a spellcasting focus for your cleric spells.

Gift of the Gem Dragon Fizban's Treasury of Dragons Feat (4) Player’s Handbook Cleric Player’s Handbook

Channel Divinity Channel Divinity: Turn Undead Eyes of Night


Class Feature Class Feature Archetype Feature

At 2nd level, you gain the ability to channel divine energy As an action, you present your holy symbol and speak a 1st-level Twilight Domain feature
directly from your deity, using that energy to fuel magical prayer censuring the undead. Each undead that can see or You can see through the deepest gloom. You have
effects. You start with two such effects: Turn Undead and hear you within 30 feet of you must make a Wisdom saving darkvision out to a range of 300 feet. In that radius, you can
an effect determined by your domain. Some domains grant throw. If the creature fails its saving throw, it is turned for 1 see in dim light as if it were bright light and in darkness as if
you additional effects as you advance in levels, as noted in minute or until it takes any damage. it were dim light.
the domain description. A turned creature must spend its turns trying to move as As an action, you can magically share the darkvision of
When you use your Channel Divinity, you choose which far away from you as it can, and it can’t willingly move to a this feature with willing creatures you can see within 10
effect to create. You must then finish a short or long rest to space within 30 feet of you. It also can’t take reactions. For feet of you, up to a number of creatures equal to your
use your Channel Divinity again. its action, it can use only the Dash action or try to escape Wisdom modifier (minimum of one creature). The shared
Some Channel Divinity effects require saving throws. from an effect that prevents it from moving. If there’s darkvision lasts for 1 hour. Once you share it, you can’t do
When you use such an effect from this class, the DC equals nowhere to move, the creature can use the Dodge action. so again until you finish a long rest, unless you expend a
your cleric spell save DC. spell slot of any level to share it again.
Beginning at 6th level, you can use your Channel Divinity
twice between rests, and beginning at 18th level, you can
use it three times between rests. When you finish a short
or long rest, you regain your expended uses.

Cleric Player’s Handbook Channel Divinity Player’s Handbook Twilight Domain Tasha’s Cauldron of Everything

Darkvision Vigilant Blessing Channel Divinity: Twilight Sanctuary


Vision Archetype Feature Archetype Feature

Many creatures in the worlds of D&D, especially those that 1st-level Twilight Domain feature 2nd-level Twilight Domain feature
dwell underground, have darkvision. Within a specified The night has taught you to be vigilant. As an action, you You can use your Channel Divinity to refresh your allies
range, a creature with darkvision can see in darkness as if give one creature you touch (including possibly yourself) with soothing twilight.
the darkness were dim light, so areas of darkness are only advantage on the next initiative roll the creature makes. As an action, you present your holy symbol, and a sphere
lightly obscured as far as that creature is concerned. This benefit ends immediately after the roll or if you use of twilight emanates from you. The sphere is centered on
However, the creature can’t discern color in darkness, only this feature again. you, has a 30-foot radius, and is filled with dim light. The
shades of gray. sphere moves with you, and it lasts for 1 minute or until
you are incapacitated or die. Whenever a creature
(including you) ends its turn in the sphere, you can grant
that creature one of these benefits:
• You grant it temporary hit points equal to 1d6 plus
your cleric level.
• You end one effect on it causing it to be charmed or
frightened.

Eyes of Night Player’s Handbook Twilight Domain Tasha’s Cauldron of Everything Twilight Domain Tasha’s Cauldron of Everything
Fighting Style Defense Second Wind
Class Feature Class Feature Class Feature

You adopt a particular style of fighting as your specialty. While you are wearing armor, you gain a +1 bonus to AC. You have a limited well of stamina that you can draw on to
Choose one of the following options. You can’t take a protect yourself from harm. On your turn, you can use a
Fighting Style option more than once, even if you later get bonus action to regain hit points equal to 1d10 + your
to choose again. fighter level.
ARCHERY Once you use this feature, you must finish a short or long
You gain a +2 bonus to attack rolls you make with ranged rest before you can use it again.
weapons.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.
PROTECTION
When a creature you can see attacks a target other than
you that is within 5 feet of you, you can use your reaction
to impose disadvantage on the attack roll. You must be
wielding a shield.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
Fighter Player’s Handbook Fighting Style Player’s Handbook Fighter Player’s Handbook

Action Surge
Class Feature

Starting at 2nd level, you can push yourself beyond your


normal limits for a moment. On your turn, you can take one
additional action on top of your regular action and a
possible bonus action.
Once you use this feature, you must finish a short or long
rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same
turn.

Fighter Player’s Handbook

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