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Sun Domain Cleric 2 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


ALEEA Aasimar Lawful Good 300
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION

I am tolerant (or intolerant) of other faiths


STRENGTH 19 1 30
and respect (or condemn) the worship of

3 2 PROFICIENCY BONUS other gods.

16 PERSONALITY TRAITS
Hit Point Maximum 17
3 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
2
where I served.
1 Acrobatics (Dex)

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

INTELLIGENCE 5 Athletics (Str)

-1
0 Deception (Cha) NAME ATK DAMAGE/TYPE
I am inflexible in my thinking. I will always
-1 History (Int)
Longsword +5 1d8+3 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 +5 1d6+3 Piercing necessary
-1 Investigation (Int)
WISDOM
FLAWS
6 Medicine (Wis) Guiding Bolt +6 4d6 Radiant

4 -1 Nature (Int)
6 Perception (Wis)
Healing Word 1d4+4 Healing
18 0 Performance (Cha)
Celestial Resistance
Sacred Flame DC14 1d8 Radiant Light Bearer
0 Persuasion (Cha)
CHARISMA Healing Hands
1 Religion (Int) Word of Radi… DC14 1d6 Radiant

0 1
1
Sleight of Hand (D…

Stealth (Dex) Green-Flame… 4 Fire


Darkvision

Languages, Movement and Size

10 4 Survival (Wis) Shelter of the Faithful


ATTACKS & SPELLCASTING
Spellcasting
SKILLS
Ritual Casting
30
Divine Domain: Sun Domain
16 PASSIVE WISDOM (PERCEPTION) CP SP EP GP PP
Domain Spells: Sun Domain

1 Splint Armor Forbidden Spells


LANGUAGE: Abyssal, Celestial, Common,
1 Shield Bonus Cantrip
Infernal
1 Longsword Bonus Proficiencies
ARMOR: Heavy Armor, Light Armor, Medium
1 Javelin
Speed of Sunlight
Armor, Shields
1 Magical Holy Symbol of Ixion
Channel Divinity
WEAPON: Greatsword, Longsword, Shortsword,
1 Prayer Book
Simple weapons Channel Divinity: Turn Undead
5 Stick of Incense
Harness Divine Power
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT
Channel Divinity: Divine Radiance

Magical Holy Symbol of Ixion

FEATURES & TRAITS


NAME ATK DAMAGE/TYPE Total: 1 Total: 4
CP SP EP GP PP

Divine Favor 1d4 Radiant


1 4
CHANNEL DIVINITY SPEED OF SUNLIGHT
1 Vestments
Searing Smite 1d6 Fire 1 Belt Pouch
1 Priest's Pack Total: Total: 1
Healing Hands 2d4 Healing 1 Common clothes 1
1 alms box HEALING HANDS

2 block of incense
1 censer Total: Total:
1 vestments
1 Backpack
1 Blanket
ATTACKS & SPELLCASTING
10 Candle
Total: Total:
1 Tinderbox
2 Rations
1 Waterskin

EQUIPMENT
WISDOM 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Word of Radiance

Sacred Flame
4 0 7 0
Guidance

Light

Green-Flame Blade
5 0 8 0

9 0
1 3

Divine Favor

Searing Smite

Shield of Faith

Guiding Bolt

Healing Word

Sanctuary

Protection from Evil and Good

Bless

2 0
FEATURES & TRAITS
Celestial Resistance Spellcasting Forbidden Spells
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. The
spell's level or higher. You regain all expended spell such spells
creature regains a number of hit points equal to the
slots when you finish a long rest. You prepare the
total rolled. Once you use this trait, you can’t use it Bonus Cantrip
list of cleric spells that are available for you to cast,
again until you finish a long rest. You Learn the cantrip: Green-Flame It counts as a
choosing from the cleric spell list. When you do so,
choose a number of cleric spells equal to your Cleric Spell and Wisdom if your spellcasting ability
Darkvision
Wisdom modifier + your cleric level (minimum of for it. It can be used only on Shortswords,
Thanks to your celestial heritage, you have superior
one spell). The spells must be of a level for which Longswords, Greatswords, Spears and Javelins The
vision in dim and dark conditions. You can see in
you have spell slots. For example, if you are a 3rd- so generated flame's color is golden-red
dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You level cleric, you have four 1st-level and two 2nd-
Bonus Proficiencies
can't discern color in darkness, only shades of gray. level spell slots. With a Wisdom of 16, your list of
At 1st level, you gain proficiency with, heavy
prepared spells can include six spells of 1st or 2nd
armor, shortsword, longsword, greatsword and
Languages, Movement and Size level, in any combination. If you prepare the 1st-
Athletics Skill
You can speak, read and write Common and level spell Cure Wounds, you can cast it using a
Celestial. Aasimar are built like well proportioned 1st-level or 2nd-level slot. Casting the spell doesn't Speed of Sunlight
humans. Your size is medium. Your base walking remove it from your list of prepared spells. You can From 1st level, your god delivers bolts of
speed is 30 feet. change your list of prepared spells when you finish inspiration to you while you are engaged in battle
a long rest. Preparing a new list of cleric spells making your attacks swift and deadly. When you
Shelter of the Faithful requires time spent in prayer and meditation: at use the Attack action, you can make one weapon
As an acolyte, you command the respect of those least 1 minute per spell level for each spell on your attack as a bonus action. You can use this feature a
who share your faith, and you can perform the list. Spellcasting Ability Wisdom is your number of times equal to your Wisdom modifier (a
religious ceremonies of your deity. You and your spellcasting ability for your cleric spells. The power minimum of once). You regain all expended uses
adventuring companions can expect to receive free of your spells comes from your devotion to your when you finish a long rest.
healing and care at a temple, shrine, or other deity. You use your Wisdom whenever a cleric spell
established presence of your faith, though you must refers to your spellcasting ability. In addition, you Channel Divinity
provide any material components needed for spells. use your Wisdom modifier when setting the saving At 2nd level, you gain the ability to channel divine
Those who share your religion will support you throw DC for a cleric spell you cast and when energy directly from your deity, using that energy
(but only you) at a modest lifestyle. You might also making an attack roll with one. Spell save DC = 8 + to fuel magical effects. You start with two such
have ties to a specific temple dedicated to your your proficiency bonus + your Wisdom modifier effects: Turn Undead and an effect determined by
chosen deity or pantheon, and you have a residence Spell attack modifier = your proficiency bonus + your domain. Some domains grant you additional
there. This could be the temple where you used to your Wisdom modifier effects as you advance in levels, as noted in the
serve, or a temple where you have found a new domain description. When you use your Channel
home. While near your temple, you can call upon Ritual Casting Divinity, you choose which effect to create. You
the priests for assistance, provided the assistance You can cast a cleric spell as a ritual if that spell has must then finish a short or long rest to use your
you ask for is not hazardous and you remain in the ritual tag and you have the spell prepared. Channel Divinity again. Some Channel Divinity
good standing with your temple. effects require saving throws. When you use such
Divine Domain: Sun Domain
an effect from this class, the DC equals your cleric
At 1st level, you choose a domain shaped by your
spell save DC. Beginning at 6th level, you can use
choice of Deity and the gifts they grant you. Your
your Channel Divinity twice between rests, and
choice grants you domain spells and other features
beginning at 18th level. you can use it three times
when you choose it at 1st level. It also grants you
between rests. When you finish a short or long rest,
additional ways to use Channel Divinity when you
you regain your expended uses.
gain that feature at 2nd level, and additional
benefits at 6th, 8th, and 17th levels. Channel Divinity: Turn Undead
As an action, you present your holy sym⁠bol and
Domain Spells: Sun Domain
speak a prayer censuring the Undead. Each Undead
Each domain has a list of spells-its domain spells
that can see or hear you within 30 feet of you must
that you gain at the cleric levels noted in the
make a Wisdom saving throw. If the creature fails
domain description. Once you gain a domain spell,
its saving throw, it is turned for 1 minute or until it
you always have it prepared, and it doesn't count
takes any damage. A turned creature must spend its
against the number of spells you can prepare each
turns trying to move as far away from you as it can,
day. If you have a domain spell that doesn't appear
and it can’t willingly move to a space within 30 feet
on the cleric spell list, the spell is nonetheless a
of you. It also can’t take reactions. For its action, it
cleric spell for you. Sun Domain Spells: Cleric
can use only the Dash action or try to escape from
Level Spells 1st Searing Smite, Divine Favor 3rd
an effect that prevents it from moving. If there’s
Flaming Sphere, Scorching Ray 5th Haste, Fireball
nowhere to move, the creature can use the Dodge
7th Fire Shield (warm shield only), Aura of Life 9th
action.
Dawn, Wall of Light
Harness Divine Power Magical Holy Symbol of Ixion
At 2nd level, you can expend a use of your Channel Channel Divinity: Divine Radiance This Magical Holy Symbol can be used as a
Divinity to fuel your spells. As a bonus action, you Starting at 2nd level, you can use your Channel Clerical Focus In addition 1/day it allows you to
touch your holy symbol, utter a prayer, and regain Divinity to channel the power of the sun to make recover 1 slot of Class ability ( such as Channel
one expended spell slot, the level of which can be your spells burn brighter and more fiercely than divinity or Sun Priest)
no higher than half your proficiency bonus ever before. When you roll fire or radiant damage,

(rounded up). The number of times you can use this you can use your Channel Divinity to deal

feature is based on the level you've reached in this maximum damage instead of rolling.

class: 2nd level, once; 6th level, twice; and 18th


level, thrice. You regain all expended uses when
you finish a long rest.
SPELLS
Word of Radiance Green-Flame Blade Searing Smite
Evocation cantrip Illusion cantrip Evocation 1
Casting Time: 1 action Casting Time: 1 action Casting Time: 1 bonus action
Range: 5 feet Range: Self (5-foot radius) Range: Self
Target: Each creature of your choice that you can Target: Target: Creature Hit by my melee weapon
see within range Components: S M Components: V
Components: V M Duration: Instantaneous Duration: ConcentrationConcentration, up to 1
Duration: Each creature of your choice that you Description: minute
can see within range You brandish the weapon used in the spell’s casting Description:
Description: and make a melee attack with it against one The next time you hit a creature with a melee
You utter a divine word, and burning radiance creature within 5 feet of you. On a hit, the target weapon attack during the spell’s duration, your
erupts from you. Each creature of your choice that suffers the weapon attack’s normal effects, and you weapon flares with white-hot intensity, and the
you can see within range must succeed on a can cause green fire to leap from the target to a attack deals an extra 1d6 fire damage to the target
Constitution saving throw or take 1d6 radiant different creature of your choice that you can see and causes the target to ignite in flames. At the start
damage within 5 feet of it. The second creature takes fire of each of its turns until the spell ends, the target
damage equal to your spellcasting ability modifier. must make a Constitution saving throw. On a failed
Sacred Flame At Higher Levels: At 5th level, the melee attack save, it takes 1d6 fire damage. On a successful
Evocation cantrip deals an extra 1d8 fire damage to the target on a hit, save, the spells ends. If the target or a creature
Casting Time: 1 action and the fire damage to the second creature increases within 5 feet of it uses an action to put out the
Range: 60 feet to 1d8 + your spellcasting ability modifier. Both flames, or if some other effect douses the flames
Target: A creature that you can see within range damage rolls increase by 1d8 at 11th level (2d8 and (such as the target being submerged in water), the
Components: V S 2d8) and 17th level (3d8 and 3d8). spell ends.
Duration: Instantaneous At Higher Levels: When you cast this spell using a
Description: Abjuration cantrip spell slot of 2nd level or higher, the initial extra
Flame-like radiance descends on a creature that you Casting Time: damage dealt by the attack increases by 1d6 for
can see within range. The target must succeed on a Range: each slot.
Dexterity saving throw or take 1d8 radiant damage. Target:
The target gains no benefit from cover for this Components: V S M Shield of Faith
saving throw. Duration: Abjuration 1
Description: Casting Time: 1 bonus action
Guidance Range: 60 feet
Divination cantrip Abjuration cantrip Target: A creature of your choice within range
Casting Time: 1 action Casting Time: Components: V S M
Range: Touch Range: Duration: ConcentrationUp to 10 minutes
Target: One willing creature Target: Description:
Components: V S Components: V S M A shimmering field appears and surrounds a
Duration: ConcentrationUp to 1 minute Duration: creature of your choice within range, granting it a
Description: Description: +2 bonus to AC for the duration.
You touch one willing creature. Once before the
spell ends, the target can roll a d4 and add the Divine Favor Guiding Bolt
number rolled to one ability check of its choice. It Evocation 1 Evocation 1
can roll the die before or after making the ability Casting Time: 1 bonus action Casting Time: 1 action
check. The spell then ends. Range: Self Range: 120 feet
Target: Self Target: A creature of your choice within range
Light Components: V S Components: V S
Evocation cantrip Duration: ConcentrationUp to 1 minute Duration: 1 round
Casting Time: 1 action Description: Description:
Range: Touch Your prayer empowers you with divine radiance. A flash of light streaks toward a creature of your
Target: One object that is no larger than 10 feet in Until the spell ends, your weapon attacks deal an choice within range. Make a ranged spell attack
any dimension extra 1d4 radiant damage on a hit. against the target. On a hit, the target takes 4d6
Components: V M radiant damage, and the next attack roll made
Duration: 1 hour against this target before the end of your next turn
Description: has advantage, thanks to the mystical dim light
You touch one object that is no larger than 10 feet glittering on the target until then.
in any dimension. Until the spell ends, the object At Higher Levels: When you cast this spell using a
sheds bright light in a 20-foot radius and dim light spell slot of 2nd level or higher, the damage
for an additional 20 feet. The light can be colored increases by 1d6 for each slot level above 1st.
as you like. Completely covering the object with
something opaque blocks the light. The spell ends if
you cast it again or dismiss it as an action. If you
target an object held or worn by a hostile creature,
that creature must succeed on a Dexterity saving
throw to avoid the spell.
Healing Word Bless
Evocation 1 Protection from Evil and Good Enchantment 1
Casting Time: 1 bonus action Abjuration 1 Casting Time: 1 action
Range: 60 feet Casting Time: 1 action Range: 30 feet
Target: A creature of your choice that you can see Range: Touch Target: Up to three creatures of your choice within
within range Target: One willing creature you touch range
Components: V Components: V S M Components: V S M
Duration: Instantaneous Duration: ConcentrationUp to 10 minutes Duration: ConcentrationUp to 1 minute
Description: Description: Description:
A creature of your choice that you can see within Until the spell ends, one willing creature you touch You bless up to three creatures of your choice
range regains hit points equal to 1d4 + your is protected against certain types of creatures: within range. Whenever a target makes an attack
spellcasting ability modifier. This spell has no aberrations, celestials, elementals, fey, fiends, and roll or a saving throw before the spell ends, the
effect on undead or constructs. undead. The protection grants several benefits. target can roll a d4 and add the number rolled to the
At Higher Levels: When you cast this spell using a Creatures of those types have disadvantage on attack roll or saving throw.
spell slot of 2nd level or higher, the Healing attack rolls against the target. The target also can’t At Higher Levels: When you cast this spell using a
increases by 1d4 for each slot level above 1st. be charmed, frightened, or possessed by them. If spell slot of 2nd level or higher, you can target one
the target is already charmed, frightened, or additional creature for each slot level above 1st.
Sanctuary possessed by such a creature, the target has
Abjuration 1 advantage on any new saving throw against the
Casting Time: 1 bonus action relevant effect.
Range: 30 feet
Target: A creature within range
Components: V S M
Duration: 1 minute
Description:
You ward a creature within range against attack.
Until the spell ends, any creature who targets the
warded creature with an attack or a harmful spell
must first make a Wisdom saving throw. On a failed
save, the creature must choose a new target or lose
the attack or spell. This spell doesn’t protect the
warded creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.

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