Casting Time:
Range:
                Components:
                Duration:
                Description:
Stats:
STR:     10
DEX:     14
CON:     16
INT:     14
WIS:     17
CHA:     15
Name & Age:
      Evendur Amblecrown & 29
Basic Character:
        Half-Elf who refuses his elven heritage. Can understand elvish but cannot speak it.
Height & Weight:
        5'8" & 170 lb
Languages:
       Common - Elvish (Understand Only) - Orc
God: Milil
Personality:
       - Trait: I change my mood or my mind as quickly as I change key in a song.
       - Ideals: Beauty (When I perform, I make the world better than it was.)
       - Bonds: My Instrument is my most treasured possession, and it reminds me of
       someone I love.
       - Flaws: I have trouble keeping my true feelings hidden. My sharp tongue lands me in
                  trouble
Wealth: 15GP
Inventory:
        - Explorer's Pack:
                Backpack - Bedroll - Mess Kit - Tinderbox - 10 Torches - 10 Days of Rations -
                Waterskin - 50 Feet of Hempen Rope
        - Equipment:
                - Mace - Scale Mail - Light Crossbow (20 Bolts) - Shield - Holy Symbol
        - Viol
        - Love Letter (From first fan/boyfriend for a time)
        - Costume
        - Belt Pouch with 15GP
Spells:
Cantrips:
        - Guidance: Divination Cantrip
                  Casting Time: 1 Action
                  Range:          Touch
                  Components: Verbal - Sight
                  Duration:       Concentration - Up to 1 Minute
                  Description:    You touch one willing creature. Once before the spell ends,
                                  the target can roll a d4 and add the number rolled to one
                                  ability check of its choice. It can roll the die before or after
                                  making the ability check. The spell then ends.
        - Light: Evocation Cantrip
                  Casting Time: 1 Action
                  Range:          Touch
                  Components: Verbal - Material (Firefly or Phosphorescent Moss)
                  Duration:       1 hour
                  Description:    You touch one object that is no larger than 10 feet in any
                                  dimension. Until the spell ends, the objects sheds bright light
                                  in a 20-foot radius and dim light for an additional 20 feet. The
                                  light can be colored as you like. Completely covering the
                                  object with something opaque blocks the light. Ends when it
                                  is cast 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.
        - Sacred Flame: Evocation Cantrip
                  Casting Time: 1 Action
                  Range:          60 Feet
                  Components: Verbal - Sight
                  Duration:       Instantaneous
                  Description:    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. The spell's damage increases
                          by 1d8 when you reach 5th Level (2d8), 11th Level (3d8) and
                          17th Level (4d8).
        - Spare The Dying: Necromancy Cantrip
                  Casting Time: 1 Action
                  Range:          Touch
                  Components: Verbal - Sight
                  Duration:       Instantaneous
                  Description:    You touch a living creature that has 0 hit points. The creature
                                  becomes stable. The spell has no effect on undead or
                                  constructs.
Level 1 Spells Prepared:
        - Command: 1st Level Enchantment
                  Casting Time: 1 Action
        Range:          60 Feet
        Components:     Verbal
        Duration:       1 Round
        Description:    You speak a one-word command to a creature you can see
                        within range. The target must succeed on a Wisdom saving
                        throw or follow the command on its next turn. The spell has
                        no effect is the target is undead, if it doesn't understand your
                        language, or if your command is directly harmful to it. Typical
                        commands you can use (but aren't limited to, if it's not listed
                        the DM determines how it behaves, if the target can't follow
                        your command, the spell ends.):
                                 Approach: The target moves toward you by the
                        shortest and most direct route, ending its turn if it
                        moves within 5 feet of you.
                                 Drop: The target drops whatever whatever it is
                        holding and then ends its turn.
                                 Flee: The target spends its turn moving away from you
                        by the fastest available means.
                                 Grovel: The target falls prone and then ends its turn.
                                 Halt: The target doesn't move and takes no actions. A
                                 flying creature stays aloft, provided that it is able to
                                 do so. If it must move to stay aloft, it flies the
                                 minimum distance needed to remain in air.
                                 At Higher Levels: When casted with a spell slot 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.
- Cure Wounds: 1st Level Evocation
        Casting Time: 1 Action
        Range:          Touch
        Components: Verbal - Sight
        Duration:       Instantaneous
        Description:    A creature you touch regains a number of hit points equal to
                        1d8 + spellcasting modifier. This spell has no effect on undead
                or constructs.
                        At Higher Levels: When you cast this spell using a spell slot of
                        2nd Level or higher, the healing increases by 1d8 for each slot
                        level above 1st.
-Healing Word: 1st Level Evocation
        Casting Time: 1 Bonus Action
        Range:          60 Feet
        Components: Verbal
        Duration:       Instantaneous
        Description:    A creature of your choice that you can see within range
                regains hit points equal to 1d4 + spellcasting ability modifier.
                This spell has no effect on undead or constructs.
                        At Higher Levels: When you cast this spell using a 2nd Level
                        Spell slot or higher, the healing increases by 1d4 for each slot
                                      level above 1st.
           -Inflict Wounds: 1st Level Necromancy
                     Casting Time: 1 Action
                     Range:           Touch
                     Components: Verbal - Sight
                     Duration:        Instantaneous
                     Description:     Make a melee spell attack against a creature you can reach. On
                             a hit, the target takes 3d10 necrotic damage.
                                      At Higher Levels: When cast using a 2nd Level spell slot or
                                      higher, the damage increases by 1d10 for each slot level above 1st.
Background:
       Entertainer:
               - Proficiencies:
                        - Skills: Acrobatics - Performance
                        - Tools: Disguise Kit - Viol
               - Equipment: Viol - Love Letter (From first fan/boyfriend for a time), a
                 costume, belt pouch with 15GP
               - Entertainer Routine: Instrumentalist
               - Feature: By Popular Demand -
                        "You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater,
                      or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable
                      standard (depending on the quality of the establishment), as long as you perform each night. In addition,
                      your performance makes you something of a local figure. When strangers recognize you in a town where
                      you have performed, they typically take a liking to you."
Race:
           Half-Elf
           - Charisma: +2
           - 2 Extra: +1
           - Allignment: Chaotic
           - 5-6 ft Size: Medium
           - Speed: 30ft
           - Darkvision: 60 ft
           - Advantage in saving against being charmed
           - Magic can't put them to sleep
           - 2 Skill Proficiencies
           - Languages: Common, Elvish (can understand but not speak), Extra
Class:
           Cleric Lv. 1
           - Proficiency: +2
           - Spellcasting & Divine Domain
           - 3 Cantrips
           - Spell Slots: 2 First Level
           - Hit Dice: 1d8/Lvl
           - Hit Points: 1st Lvl: 8+Constitution Modifier
           - Proficiencies:
                 - Armor: Light armor, medium armor, shields
                 - Weapons: All simple weapons
                 - Saving Throws: Wisdom & Charisma
                 - Skills: 2 from (History, Insight, Medicine, Persuasion & Religion)
        - Equipment:
                           Mace - Scale Mail - Light Crossbow - Explorer's Pack - Shield - Holy Symbol
        - Spellcasting:
                 - Spell Save DC: 8 + Profeciency Bonus + Wisdom Modifier
                 - Spell Attack Modifier - Proficiency Bonus + Wisdom Modifier
                 - Prepared Spells: Wisdom Modifier + Level
        - Ritual Casting:
                 - Can cast a cleric spell as a ritual if the spell has a ritual tag and are prepared.
        - Spellcasting Focus:
                 - Can use a holy symbol as the spellcasting focus for cleric spells.
Light Domain:
        - Spells:
                    - 1st Level Spells:   Burning Hands - Faerie Fire
                    - 3rd Level Spells:   Flaming Sphere - Scorching Ray
                    - 5th Level Spells:   Daylight - Fireball
                    - 7th Level Spells:   Guardian of Faith - Wall of Fire
                    - 9th Level Spells:   Flame Strike - Scrying
        - Bonus Cantrip: Light
        - Warding Flare:
                  You can interpose divine light between self and an attacking enemy. When
                  attacked by a creature within 30 feet of you that you can see, you can use your
                  reaction to impose disadvantage on the attack roll, causing light to flare
        before the attacker before it hits or misses. An attacker that can't be blinded
        is immune to this. You can use this the same amount as your wisdom
        modifier, regain uses after long rest.
                  - Level 6 Improvement:
                           Use Warding Flare when a creature that you can see within 30 feet of
                           you attacks a creature other than you.
        - Channel Divinity: Turn Undead
                  At Level 2- as an action, you present your holy symbol and speak a prayer
                  censuring the undead. Each undedad that cas see or hear you within 30 feet of
        you must make a Wisdom saving throw. If it fails, it is turned for 1 minute or
        until it takes any damage. A turned creature must spend its turns trying to
        move as far away from as it can, and it can't willingly move to a space within
        30 feet of you. It also can't take reactions. For its action, it can only use the
        Dash action or try to escape from an effect that prevents it from moving. If
        there's nowhere to move, the creature can use the Dodge action.
        - Channel Divinity: Radiance of the Dawn
                  Starting at Level 2 you can use your Channel Divinity to harness sunlight,
                  banishing darkness and dealing radiant damage. As an action you present
                  your holy symbol, and any magical darkness within 30 feet of you is dispelled.
         Also, each hostile creature within 30 feet of you must make a Constitution
         saving throw. A creature takes radiant dmage equal to 2d10 + cleric level
         when failing the saving throw and half as much on a succesful save. A creature                  with
total cover from you is not affected.
         - Potent Spellcasting:
                   Starting at Level 8 you add your Wisdom modifier to damage you deal with
                   any cleric cantrips.
         - Corona of Light:
                   Starting at Level 17, you can use your action to activate an aura of sunlight that
         lasts for 1 minute or until you dismiss it using another action. You emit bright
         light in a 60-foot radius and dim light 30 feet beyind that. Your enemies in the                bright
light have disadvantage on saving throws against any spell sthat deals                         fire or radiant
damage.