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Sun Domain Cleric 4 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


ALEEA
Aasimar Radiant Soul Lawful Good 2700
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

I am tolerant (or intolerant) of other faiths


STRENGTH 20 1 30
and respect (or condemn) the worship of

4 2 PROFICIENCY BONUS other gods.

18 PERSONALITY TRAITS
Hit Point Maximum 31
4 Strength
DEXTERITY 1 Dexterity
Tradition. The ancient traditions of worship

1
2 Constitution CURRENT HIT POINTS
and sacrifice must be preserved and
-1 Intelligence upheld. (Lawful)
6 Wisdom
12 IDEALS
2 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS

2
I will do anything to protect the temple
4
where I served.
1 Acrobatics (Dex)

14 4 Animal Handling (…
-1 Arcana (Int) BONDS

INTELLIGENCE 6 Athletics (Str)

-1
0 Deception (Cha) NAME ATK DAMAGE/TYPE
I am inflexible in my thinking. I will always
-1 History (Int)
Longsword+1 +7 1d8+5 Slashing use a Longsword as a melee weapon. I will
6 Insight (Wis)
8 always wield a shield if not strictly
0 Intimidation (Cha) Javelin +6 1d6+4 Piercing necessary
-1 Investigation (Int)
WISDOM
FLAWS
6 Medicine (Wis) Guiding Bolt +6 4d6 Radiant

4 -1 Nature (Int)
6 Perception (Wis)
Spiritual Wea… +6 1d8+4 Force

18 0 Performance (Cha)
Celestial Resistance
Schorching Ray +6 2d6 Fire
Light Bearer
0 Persuasion (Cha)
CHARISMA Healing Hands
1 Religion (Int) Sacred Flame DC14 1d8 Radiant

0 1
1
Sleight of Hand (D…

Stealth (Dex) Word of Radi… DC14 1d6 Radiant


Darkvision

Languages, Movement and Size

10 4 Survival (Wis) Celestial Revelation: Radiant Soul


ATTACKS & SPELLCASTING
Shelter of the Faithful
SKILLS

Spellcasting
12 2330
Ritual Casting
16 PASSIVE WISDOM (PERCEPTION) CP SP EP GP PP
Divine Domain: Sun Domain

1 Plate Armor Domain Spells: Sun Domain


LANGUAGE: Abyssal, Celestial, Common,
1 Shield Forbidden Spells and Items
Infernal
1 Longsword+1 Alignment Restrictions
ARMOR: Heavy Armor, Light Armor, Medium
1 Javelin
Mandatory Cantrip
Armor, Shields
1 Magical Holy Symbol of Ixion
WEAPON: Greatsword, Longsword, Shortsword, Bonus Cantrip
1 Prayer Book
Simple weapons Bonus Proficiencies
5 Stick of Incense
Speed of Sunlight
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
Channel Divinity

Channel Divinity: Turn Undead

Harness Divine Power

Channel Divinity: Divine Radiance

War Caster

ASI

Magical Holy Symbol of Ixion

Sky Rockets

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 1 Total: 1
CP SP EP GP PP

Flaming Sphere DC14 2d6 fire


1 1
CHANNEL DIVINITY HEALING HANDS
1 Vestments
Golden Flame … 4 Fire 1 Belt Pouch
1 Priest's Pack Total: Total: 4
Divine Favor 1d4 Radiant 1 Common clothes 4
1 alms box SPEED OF SUNLIGHT
Searing Smite DC14 1d6 Fire
2 block of incense
1 censer Total: Total: 1
Radiand Soul 2 Radiant
1 vestments
1
1 Backpack
Healing Word 1d4+4 Healing HARNESS DIVINE
1 Blanket POWER

Healing Hands 2d4 Healing 10 Candle


Total: Total: 1
1 Tinderbox
Healing Honey 1d4+1 Healing 2 Rations
1
CELESTIAL
1 Waterskin
REVELATION
Small Sky Roc… DC9 1d3 Fire 1 Healing Honey ( 1d4+1 )
4 Small Sky Rocket (1d3)
Total: Total: 1
Medium Sky … DC9 1d4+1 Fire
3 Medium Sky Rocket (1d4+1) 1
2 Large Sky Rocket ( 2d4) MAGICAL HOLY
Large Sky Roc… DC9 2d4 Fire SYMBOL OF IXION

Total: Total:

Total: Total:
ATTACKS & SPELLCASTING

EQUIPMENT
WISDOM 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Golden Flame Blade

Light
4 0 7 0
Word of Radiance

Sacred Flame

Guidance

Spare the Dying


5 0 8 0

1 4 9 0

Divine Favor

Searing Smite

Shield of Faith

Guiding Bolt

Healing Word

Protection from Evil and Good

Bless

2 3

Schorching Ray

Flaming Sphere

Aid

Spiritual Weapon

Lesser Restoration
FEATURES & TRAITS
Celestial Resistance Spellcasting Forbidden Spells and Items
You have resistance to necrotic damage and radiant As a conduit for divine power, you can cast cleric Certain Cleric Spells from the School of
damage. spells. Cantrips At 1st level, you know three Necromancy are forbidden to use Necromancy
cantrips of your choice from the cleric spell list. Forbidden Spells Cleric Level Spells Cantrips:
Light Bearer You learn additional cleric cantrips of your choice Decompose, Toll the Dead 1st Inflict Wounds 3rd
You know the Light cantrip. Charisma is your at higher levels, as shown in the Cantrips Known Animate Dead, Bestow Curse, Life Transference,
spellcasting ability for it. column of the Cleric table. Spell Slots The Cleric Spirit Shroud 4th Contagion 6th Level Create
table shows how many spell slots you have to cast Undead And in any case, Sun Domain Clerics
Healing Hands
your cleric spells of 1st level and higher. To cast cannot use NON-Clerical spells of the School of
As an action, you can touch a creature and roll a
one of these spells, you must expend a slot of the Necromancy or even magical items that replicate
number of d4s equal to your proficiency bonus.
spell's level or higher. You regain all expended such spells or the Clerical forbidden spells from the
The creature regains a number of hit points equal to
spell slots when you finish a long rest. You prepare Necromacy School. Sun Domain Clerics cannot
the total rolled. Once you use this trait, you can’t
the list of cleric spells that are available for you to use any items that cause Necrotic Damage
use it again until you finish a long rest.
cast, choosing from the cleric spell list. When you
do so, choose a number of cleric spells equal to Alignment Restrictions
Darkvision
your Wisdom modifier + your cleric level Clerics of the Sun Domain can choose only certain
Thanks to your celestial heritage, you have superior
(minimum of one spell). The spells must be of a Alignments: - Lawful Good - Neutral Good -
vision in dim and dark conditions. You can see in
level for which you have spell slots. For example, Chaotic Good - Lawful Neutral
dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You if you are a 3rd-level cleric, you have four 1st-level
Mandatory Cantrip
can't discern color in darkness, only shades of gray. and two 2nd-level spell slots. With a Wisdom of
At 1st level, you must choose the Cantrip: Light
16, your list of prepared spells can include six
You do not need to choose it if other sources allow
Languages, Movement and Size spells of 1st or 2nd level, in any combination. If
you to cast it.
You can speak, read and write Common and you prepare the 1st-level spell Cure Wounds, you
Celestial. Aasimar are built like well proportioned can cast it using a 1st-level or 2nd-level slot. Bonus Cantrip
humans. Your size is medium. Your base walking Casting the spell doesn't remove it from your list of You Learn the cantrip: Green-Flame It counts as a
speed is 30 feet. prepared spells. You can change your list of Cleric Spell and Wisdom if your spellcasting
prepared spells when you finish a long rest. ability for it. It can be used only on Shortswords,
Celestial Revelation: Radiant Soul Preparing a new list of cleric spells requires time Longswords, Greatswords, Spears and Javelins The
When you reach 3rd level, cyou can use a bonus spent in prayer and meditation: at least 1 minute so generated flame's color is golden-red so can call
action to unleash the celestial energy within per spell level for each spell on your list. it Golden Flame Blade
yourself, gaining the benefits of that revelation. Spellcasting Ability Wisdom is your spellcasting
Your transformation lasts for 1 minute or until you ability for your cleric spells. The power of your Bonus Proficiencies
end it as a bonus action. Once you transform using spells comes from your devotion to your deity. You At 1st level, you gain proficiency with, heavy
your revelation below, you can’t use it again until use your Wisdom whenever a cleric spell refers to armor, shortsword, longsword, greatsword and
you finish a long rest: Radiant Soul. Two luminous, your spellcasting ability. In addition, you use your Athletics Skill
spectral wings sprout from your back temporarily. Wisdom modifier when setting the saving throw
Until the transformation ends, you have a flying DC for a cleric spell you cast and when making an Speed of Sunlight
speed equal to your walking speed, and once on attack roll with one. Spell save DC = 8 + your From 1st level, your god delivers bolts of
each of your turns, you can deal extra radiant proficiency bonus + your Wisdom modifier Spell inspiration to you while you are engaged in battle
damage to one target when you deal damage to it attack modifier = your proficiency bonus + your making your attacks swift and deadly. When you
with an attack or a spell. The extra damage equals Wisdom modifier use the Attack action, you can make one weapon
your proficiency bonus. attack as a bonus action. You can use this feature a
Ritual Casting number of times equal to your Wisdom modifier (a
Shelter of the Faithful minimum of once). You regain all expended uses
You can cast a cleric spell as a ritual if that spell
As an acolyte, you command the respect of those when you finish a long rest.
has the ritual tag and you have the spell prepared.
who share your faith, and you can perform the
religious ceremonies of your deity. You and your Divine Domain: Sun Domain Channel Divinity
adventuring companions can expect to receive free At 1st level, you choose a domain shaped by your At 2nd level, you gain the ability to channel divine
healing and care at a temple, shrine, or other choice of Deity and the gifts they grant you. Your energy directly from your deity, using that energy
established presence of your faith, though you must choice grants you domain spells and other features to fuel magical effects. You start with two such
provide any material components needed for spells. when you choose it at 1st level. It also grants you effects: Turn Undead and an effect determined by
Those who share your religion will support you additional ways to use Channel Divinity when you your domain. Some domains grant you additional
(but only you) at a modest lifestyle. You might also gain that feature at 2nd level, and additional effects as you advance in levels, as noted in the
have ties to a specific temple dedicated to your benefits at 6th, 8th, and 17th levels. domain description. When you use your Channel
chosen deity or pantheon, and you have a residence Divinity, you choose which effect to create. You
there. This could be the temple where you used to Domain Spells: Sun Domain must then finish a short or long rest to use your
serve, or a temple where you have found a new Each domain has a list of spells-its domain spells Channel Divinity again. Some Channel Divinity
home. While near your temple, you can call upon that you gain at the cleric levels noted in the effects require saving throws. When you use such
the priests for assistance, provided the assistance domain description. Once you gain a domain spell, an effect from this class, the DC equals your cleric
you ask for is not hazardous and you remain in you always have it prepared, and it doesn't count spell save DC. Beginning at 6th level, you can use
good standing with your temple. against the number of spells you can prepare each your Channel Divinity twice between rests, and
day. If you have a domain spell that doesn't appear beginning at 18th level. you can use it three times
on the cleric spell list, the spell is nonetheless a between rests. When you finish a short or long rest,
cleric spell for you. Sun Domain Spells: Cleric you regain your expended uses.
Level Spells 1st Searing Smite, Divine Favor 3rd
Flaming Sphere, Scorching Ray 5th Haste, Fireball
7th Fire Shield (warm shield only), Aura of Life
9th Dawn, Wall of Light
Channel Divinity: Turn Undead ASI
As an action, you present your holy sym⁠bol and Channel Divinity: Divine Radiance Level 4th: +2 Str
speak a prayer censuring the Undead. Each Undead Starting at 2nd level, you can use your Channel

that can see or hear you within 30 feet of you must Divinity to channel the power of the sun to make Magical Holy Symbol of Ixion

make a Wisdom saving throw. If the creature fails your spells burn brighter and more fiercely than This Magical Holy Symbol can be used as a

its saving throw, it is turned for 1 minute or until it ever before. When you roll fire or radiant damage, Spellcasting Focus ( for Cleric and/or Cleric spell )

takes any damage. A turned creature must spend its you can use your Channel Divinity to deal In addition 1/day allows you to recover 1 slot of

turns trying to move as far away from you as it can, maximum damage instead of rolling. If a single Class ability ( Cleric or Paladin ) normally usable

and it can’t willingly move to a space within 30 source cause both radiant and fire damage you can only for limited times for long rest ( such as Speed

feet of you. It also can’t take reactions. For its maximize both of Sunlight or Harness Divine Power or Divine

action, it can use only the Dash action or try to Sense, and so on). Can be used only by followers
War Caster of Ixion When used in such a way you suffer +1
escape from an effect that prevents it from moving.
You have practiced casting spells in the midst of level of Exhaustion
If there’s nowhere to move, the creature can use the
combat, learning techniques that grant you the
Dodge action.
following benefits: You have advantage on Sky Rockets
Harness Divine Power Constitution saving throws that you make to There are 3 types of Sky Rockets - Small: Range
At 2nd level, you can expend a use of your maintain your concentration on a spell when you 30 feet, damage 1d3 , Fire, One target, can make
Channel Divinity to fuel your spells. As a bonus take damage. You can perform the somatic Dex Save vs Dex , if successful takes no damage -
action, you touch your holy symbol, utter a prayer, components of spells even when you have weapons Medium: Range 60 feet, damage 1d4+1 , Fire, One
and regain one expended spell slot, the level of or a shield in one or both hands. When a hostile target, can make Dex Save vs Dex , if successful
which can be no higher than half your proficiency creature's movement provokes an opportunity takes 1/2 damage - Large: Range 180 feet, damage
bonus (rounded up). The number of times you can attack from you, you can use your reaction to cast a 2d5 , Fire, 5 feet Radius, can make Dex Save vs
use this feature is based on the level you've reached spell at the creature, rather than making an Dex , if successful takes 1/2 damage
in this class: 2nd level, once; 6th level, twice; and opportunity attack. The spell must have a casting
18th level, thrice. You regain all expended uses time of 1 action and must target only that creature.
when you finish a long rest.
SPELLS
Golden Flame Blade Guidance Shield of Faith
Illusion cantrip Divination cantrip Abjuration 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 bonus action
Range: Self (5-foot radius) Range: Touch Range: 60 feet
Target: Target: One willing creature Target: A creature of your choice within range
Components: S M Components: V S Components: V S M
Duration: Instantaneous Duration: ConcentrationUp to 1 minute Duration: ConcentrationUp to 10 minutes
Description: Description: Description:
You brandish the weapon used in the spell’s casting You touch one willing creature. Once before the A shimmering field appears and surrounds a
and make a melee attack with it against one spell ends, the target can roll a d4 and add the creature of your choice within range, granting it a
creature within 5 feet of you. On a hit, the target number rolled to one ability check of its choice. It +2 bonus to AC for the duration.
suffers the weapon attack’s normal effects, and you can roll the die before or after making the ability
can cause golden fire to leap from the target to a check. The spell then ends. Guiding Bolt
different creature of your choice that you can see Evocation 1
within 5 feet of it. The second creature takes fire Spare the Dying Casting Time: 1 action
damage equal to your spellcasting ability modifier. Necromancy cantrip Range: 120 feet
At Higher Levels: At 5th level, the melee attack Casting Time: 1 action Target: A creature of your choice within range
deals an extra 1d8 fire damage to the target on a Range: Touch Components: V S
hit, and the fire damage to the second creature Target: touched living creature that has 0 hit points Duration: 1 round
increases to 1d8 + your spellcasting ability Components: V S Description:
modifier. Both damage rolls increase by 1d8 at 11th Duration: Instantaneous A flash of light streaks toward a creature of your
level (2d8 and 2d8) and 17th level (3d8 and 3d8). Description: choice within range. Make a ranged spell attack
You touch a living creature that has 0 hit points. against the target. On a hit, the target takes 4d6
Light The creature becomes stable. This spell has no radiant damage, and the next attack roll made
Evocation cantrip effect on undead or constructs. against this target before the end of your next turn
Casting Time: 1 action has advantage, thanks to the mystical dim light
Range: Touch Divine Favor glittering on the target until then.
Target: One object that is no larger than 10 feet in Evocation 1 At Higher Levels: When you cast this spell using a
any dimension Casting Time: 1 bonus action spell slot of 2nd level or higher, the damage
Components: V M Range: Self increases by 1d6 for each slot level above 1st.
Duration: 1 hour Target: Self
Description: Components: V S Healing Word

You touch one object that is no larger than 10 feet Duration: ConcentrationUp to 1 minute Evocation 1

in any dimension. Until the spell ends, the object Description: Casting Time: 1 bonus action

sheds bright light in a 20-foot radius and dim light Your prayer empowers you with divine radiance. Range: 60 feet

for an additional 20 feet. The light can be colored Until the spell ends, your weapon attacks deal an Target: A creature of your choice that you can see

as you like. Completely covering the object with extra 1d4 radiant damage on a hit. within range

something opaque blocks the light. The spell ends Components: V


Searing Smite Duration: Instantaneous
if you cast it again or dismiss it as an action. If you
Evocation 1 Description:
target an object held or worn by a hostile creature,
Casting Time: 1 bonus action A creature of your choice that you can see within
that creature must succeed on a Dexterity saving
Range: Self range regains hit points equal to 1d4 + your
throw to avoid the spell.
Target: Creature Hit by my melee weapon spellcasting ability modifier. This spell has no
Word of Radiance Components: V effect on undead or constructs.
Evocation cantrip Duration: ConcentrationConcentration, up to 1 At Higher Levels: When you cast this spell using a
Casting Time: 1 action minute spell slot of 2nd level or higher, the Healing
Range: 5 feet Description: increases by 1d4 for each slot level above 1st.
Target: Each creature of your choice that you can The next time you hit a creature with a melee
see within range weapon attack during the spell’s duration, your Protection from Evil and Good

Components: V M weapon flares with white-hot intensity, and the Abjuration 1

Duration: Each creature of your choice that you attack deals an extra 1d6 fire damage to the target Casting Time: 1 action

can see within range and causes the target to ignite in flames. At the start Range: Touch

Description: of each of its turns until the spell ends, the target Target: One willing creature you touch

You utter a divine word, and burning radiance must make a Constitution saving throw. On a failed Components: V S M

erupts from you. Each creature of your choice that save, it takes 1d6 fire damage. On a successful Duration: ConcentrationUp to 10 minutes

you can see within range must succeed on a save, the spells ends. If the target or a creature Description:

Constitution saving throw or take 1d6 radiant within 5 feet of it uses an action to put out the Until the spell ends, one willing creature you touch

damage flames, or if some other effect douses the flames is protected against certain types of creatures:
(such as the target being submerged in water), the aberrations, celestials, elementals, fey, fiends, and
Sacred Flame spell ends. undead. The protection grants several benefits.
Evocation cantrip At Higher Levels: When you cast this spell using a Creatures of those types have disadvantage on
Casting Time: 1 action spell slot of 2nd level or higher, the initial extra attack rolls against the target. The target also can’t
Range: 60 feet damage dealt by the attack increases by 1d6 for be charmed, frightened, or possessed by them. If
Target: A creature that you can see within range each slot. the target is already charmed, frightened, or
Components: V S possessed by such a creature, the target has
Duration: Instantaneous advantage on any new saving throw against the
Description: relevant effect.
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage.
The target gains no benefit from cover for this
saving throw.
Bless Flaming Sphere
Enchantment 1 Conjuration 2 Spiritual Weapon

Casting Time: 1 action Casting Time: 1 action Evocation 2

Range: 30 feet Range: 60 feet Casting Time: 1 bonus action

Target: Up to three creatures of your choice within Target: An unoccupied space of your choice Range: 60 feet

range within range Target: See text

Components: V S M Components: V S M Components: V S

Duration: ConcentrationUp to 1 minute Duration: ConcentrationUp to 1 minute Duration: 1 minute

Description: Description: Description:

You bless up to three creatures of your choice A 5-foot-diameter sphere of fire appears in an You create a floating, spectral weapon within range

within range. Whenever a target makes an attack unoccupied space of your choice within range and that lasts for the duration or until you cast this spell

roll or a saving throw before the spell ends, the lasts for the duration. Any creature that ends its again. When you cast the spell, you can make a

target can roll a d4 and add the number rolled to the turn within 5 feet of the sphere must make a melee spell attack against a creature within 5 feet

attack roll or saving throw. Dexterity saving throw. The creature takes 2d6 fire of the weapon. On a hit, the target takes force

At Higher Levels: When you cast this spell using a damage on a failed save, or half as much damage damage equal to 1d8 + your spellcasting ability

spell slot of 2nd level or higher, you can target one on a successful one. As a bonus action, you can modifier. As a bonus action on your turn, you can

additional creature for each slot level above 1st. move the sphere up to 30 feet. If you ram the move the weapon up to 20 feet and repeat the

sphere into a creature, that creature must make the attack against a creature within 5 feet of it. The
Schorching Ray saving throw against the sphere’s damage, and the weapon can take whatever form you choose.
Evocation 2 sphere stops moving this turn. When you move the Clerics of deities who are associated with a
Casting Time: 1 action sphere, you can direct it over barriers up to 5 feet particular weapon (as St. Cuthbert is known for his
Range: 120 feet tall and jump it across pits up to 10 feet wide. The mace and Thor for his hammer) make this spell’s
Target: targets within range sphere ignites flammable objects not being worn or effect resemble that weapon.
Components: V S carried, and it sheds bright light in a 20-foot radius At Higher Levels: When you cast this spell using a
Duration: Instantaneous and dim light for an additional 20 feet. spell slot 3rd level of or higher, the damage
Description: At Higher Levels: When you cast this spell using a increases by 1d8 for every two slot levels above the
You create three rays of fire and hurl them at spell slot of 3rd level or higher, the damage 2nd.
targets within range. You can hurl them at one increases by 1d6 for each slot level above 2nd.
target or several. Make a ranged spell attack for Lesser Restoration
each ray. On a hit, the target takes 2d6 fire damage. Aid Abjuration 2
At Higher Levels: When you cast this spell using a Abjuration 2 Casting Time: 1 action
spell slot of 3rd level or higher, you create one Casting Time: 1 action Range: Touch
additional ray for each slot level above 2nd. Range: 30 feet Target: A creature
Target: Up to three creatures within range Components: V S
Components: V S M Duration: Instantaneous
Duration: 8 hours Description:
Description: You touch a creature and can end either one disease
Your spell bolsters your allies with toughness and or one condition afflicting it. The condition can be
resolve. Choose up to three creatures within range. blinded, deafened, paralyzed, or poisoned.
Each target’s hit point maximum and current hit
points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level
above 2nd.

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