Haldir: Character Level, Race, & Class Experience
Haldir: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
       +1
                                             -1 Dexterity
                                                                                                                                                                     Spellcasting. You can cast cleric spells as rituals. You
                                             +0 Constitution                                                ARMOR CLASS                                              can prepare 6 spells from the cleric spell list. You
   DEXTERITY
                                             +0 Intelligence
                                                                                                                                                                     can use a holy symbol as your spellcasting focus.
                                                                                MAXIMUM                           HIT DICE                          TEMPORARY
9 ✘
                                ✘
                                             +5 Wisdom
                                             +3 Charisma
                                                                                      14                             3d8                                             Grave Domain. Gods of the grave watch over the
                                                                                                                                                                     line between life and death. To these deities, death
                         CONDITIONAL
                                                                                                                                                                     and the afterlife are a foundational part of the
                                                                                                                                                                     multiverse. To desecrate the peace of the dead is an
       -1                                                                                                                                                            abomination.
                                                                                                      CURRENT HIT POINTS                                             Channel Divinity (1/Short Rest).
 CONSTITUTION                                                                                                   DEATH SAVING THROWS
                                               SAVING THROWS
                                                                                                                                                                     Turn Undead (Action—Channel Divinity). Each
     10                        N
                            CIE C
                                             -1 Acrobatics (Dex)
                                                                                SPEED
                                                                                    30ft.
                                                                                                   FLY
                                                                                                         0ft.
                                                                                                                           CLIMB
                                                                                                                                  0ft.
                                                                                                                                                    SWIM
                                                                                                                                                       0ft.
                                                                                                                                                                     undead that can see or hear you within 30 feet of
                                                                                                                                                                     you must make a Wisdom saving throw. If the
                                    Y
                        PROFI
RT
EXPE
                                                                                VISION                                     INSPIRATION              EXHAUSTION       creature fails its saving throw, it is turned for 1
                                             +3 Animal Handling (Wis)
                                                                                                                                                                     minute or until it takes any damage.A turned
       +0                                    +0 Arcana (Int)
                                                                                 Darkvision, Superior Darkvision                                                     creature must spend its turns trying to move as far
                                                                                                                                                                     away from you as it can, and it can’t willingly move
                                             +1 Athletics (Str)
                                                                                                                                                                     to a space within 30 feet of you. It also can’t take
 INTELLIGENCE                   ✘            +3 Deception (Cha)                                                                                                      reactions. For its action, it can use only the Dash
                                                                                                                                                                     action or try to escape from an effect that prevents
     11                         ✘            +2 History (Int)
                                             +3 Insight (Wis)
                                                                                                                                                                     it from moving. If there’s nowhere to move, the
                                                                                                                                                                     creature can use the Dodge action.
                                ✘            +3 Intimidation (Cha)                              SPEED, SENSES, & CONDITIONS                                          Domain Spells.
       +0                                    +0 Investigation (Int)
                                                                                Fey Ancestry. Advantage on saving throws against                                     Circle of Mortality. When rolling dice to restore HP
                                ✘            +5 Medicine (Wis)
                                                                                being charmed, and magic can’t put you to sleep.                                     with a spell, to a creature at 0HP, instead use the
    WISDOM                                   +0 Nature (Int)                                                                                                         highest number possible for each die. Your spare
                                                                                                                                                                     the dying cantrip, has a range of 30ft and is a bonus
     17                         ✘            +5 Perception (Wis)                Trance. Elves don’t need to sleep. Instead, they
                                                                                meditate deeply, remaining semiconscious, for 4                                      action.
                                             +1 Performance (Cha)               hours a day.
                                                                                                                                                                     Eyes of the Grave. 3 times per long rest, as an
                                             +1 Persuasion (Cha)
       +3                                                                       Sunlight Sensitivity. You have disadvantage on                                       action you know the location of any undead within
                                             +0 Religion (Int)                  attack rolls and on Perception checks that rely on                                   60 feet of you that isn’t behind total cover and that
                                                                                sight when you, the target of your attack, or                                        isn’t protected from divination magic.
                                             -1 Sleight of Hand (Dex)
   CHARISMA                                                                     whatever you are trying to perceive is in direct
                                             -1 Stealth (Dex)                   sunlight.                                                                            Path to the Grave (Action—Channel Divinity).
                                                                                                                                                                     Choose one creature you can see within 30ft, and
     12                                      +3 Survival (Wis)
                                                     SKILLS                     Drow Magic. You know the dancing lights cantrip.
                                                                                You can cast Faerie Fire 1/long rest. (Charisma)
                                                                                                                                                                     curse it until the end of your next turn. The next
                                                                                                                                                                     time you or an ally of yours hits the cursed creature
                                                                                                                                                                     with an attack, the creature has vulnerability to all
       +1                 15                     PASSIVE PERCEPTION                                                                                                  of that attack's damage, and then the curse ends.
ADVANTAGE
NAME
                                                                                                                                                                           SYMBOL
                CHARACTER PORTRAIT                                                          ALLIES & ORGANIZATIONS
                                                                      You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross-
                                                                      legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired
                                                                      to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell
You are either with me or against me.                                 from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard
I never understand why people get so emotional.                       rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists
                                                                      and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.
PERSONALITY TRAITS
IDEAL
BOND
                   Secret Society
You have a special way of communicating with
others who feel the same way you do about the
Shade. When you enter a village or larger city you
can identify contact who will give you information on
those that would hinder your goals and those would
help you simply because of your desire to see the
Shade Enclave return in all its glory.
BACKGROUND FEATURE
                        TRINKET
                                                                                                                                      ADDITIONAL FEATURES
                                                        This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR                           #    lb     MAGIC ITEMS                                                    #    lb
[Chain Shirt]                               1   20
[Shield]                                    1   6
[Mace]                                      1   4
Crossbow, Hand                              1   3
0 0 0 0 0
33 lb / 195 lb 390 lb
                        #1                                                               #2
STORED ITEM                                #    lb.    STORED ITEM                                                    #    lb.
                                          This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
                                                                              Wisdom                  +5                           13                       6
1ST LEVEL      4 SPELL SLOTS                     ●   Bane (Always Prepared)                                  ●      False Life (Always Prepared)
 Adjust Positioning                                  Alter Arrow’s Fortune                                          Angelic Guardian
 Anticipate Weakness                                 Avoid Grievous Injury                                          Beguiling Gift
 Bless                                               Cauterizing Flame                                              Ceremony
 Command                                             Converse With Dragon                                           Create or Destroy Water
 Cure Wounds                                         Deep Breath                                                    Defy Ruin
 Detect Chaos and Order                              Detect Evil and Good                                           Detect Magic
 Detect Poison and Disease                           Divine Arm                                                     Flurry
 Foretell Distraction                                Freeze Potion                                                  Guiding Bolt
 Guiding Hand                                        Healing Word                                                   Helm’s Everwatchful Eye
 Hobble Mount                                        Inflict Wounds                                                 Insightful Maneuver
 Interpret Bone                                      Kobold’s Fury                                                  Light of Lunia
 Loki’s Gift                                         Machine Speech                                                 Mend Flesh
 Murmurs of the Restless                             Pendulum                                                       Protection from Evil and Good
 Purify Food and Drink                               Ray of Respite                                                 Sanctuary
 Seer’s Reaction                                     Shield of Devotion                                             Shield of Faith
 Slippery Fingers                                    Speak With Inanimate Object                                    Stanch
 Twist the Skein                                     Veil of Shadow                                                 Withered Sight
 Zen Archery
2ND LEVEL      2 SPELL SLOTS                     ●   Gentle Repose (Always Prepared)                         ●      Ray of Enfeeblement (Always Prepared)
 Aid                                                 Analyze Blood                                                  Anticipate Attack
 Augury                                              Blessed Halo                                                   Blindness/Deafness
 Blood Lure                                          Calm Emotions                                                  Conjure Scarab Swarm
 Consecration                                        Continual Flame                                                Desecration
 Detect Familiar                                     Distracting Divination                                         Distraction Cascade
 Divine Ward                                         Elemental Anguish                                              Enhance Ability
 Enhance Greed                                       Find Traps                                                     Heartstop
 Hold Person                                         Holy Missile                                                   Ice Hammer
 Lesser Restoration                                  Locate Object                                                  Power Word Kneel
 Prayer of Healing                                   Protection from Poison                                         Radiating Blade of Tempus
 Rapid Burrowing                                     Repair Metal                                                   Shade
 Shadows Brought to Light                            Shared Sacrifice                                               Silence
 Skystrike                                           Snow Fort                                                      Snowblind Stare
 Soothsayer’s Shield                                 Spiritual Weapon                                               Suffer
 Time Step                                           Trench                                                         Vital Mark
 Warding Bond                                        Warning Shout                                                  Winding Key
 Wotan’s Rede                                        Zone of Truth
                                             SPELLCASTING ABILITY   SPELL ATTACK BONUS   SAVING THROW DC   SPELLS TO PREPARE
            Other Spells
You create up to four torch-sized lights within range, making them               You create a flash of blinding light directly in front of a creature that          Flame-like radiance descends on a creature that you can see within
appear as torches, lanterns, or glowing orbs that hover in the air for           you can see within range. The target is subjected to a Charisma                    range. The target must succeed on a Dexterity saving throw or take
the duration. You can also combine the four lights into one glowing              saving throw. On a failure, it has disadvantage on its next attack, or             1d8 radiant damage. The target gains no benefit from cover for this
vaguely humanoid form of Medium size. Whichever form you choose,                 grants advantage on the next attack made against it, whichever                     saving throw. The spell’s damage increases by 1d8 when you reach
each light sheds dim light in a 10-foot radius. As a bonus action on             comes first.                                                                       5th level (2d8), 11th level (3d8), and 17th level (4d8).
your turn, you can move the lights up to 60 feet to a new spot within              The target must be able to see in order to suffer these effects.
range. A light must be within 20 feet of another light created by this
spell, and a light winks out if it exceeds the spell’s range.
Drow Magic (Dark Elf) Player’s Handbook Spellcasting (Cleric) Grimlore’s Grimoire Spellcasting (Cleric) Player’s Handbook
You touch a living creature that has 0 hit points. The creature                  You point at one creature you can see within range, and the sound of               Up to three creatures of your choice that you can see within range
becomes stable. This spell has no effect on undead or constructs.                a dolorous bell fills the air around it for a moment. The target must              must make Charisma saving throws. Whenever a target that fails this
                                                                                 succeed on a Wisdom saving throw or take 1d8 necrotic damage. If                   saving throw makes an attack roll or a saving throw before the spell
                                                                                 the target is missing any of its hit points, it instead takes 1d12                 ends, the target must roll a d4 and subtract the number rolled from
                                                                                 necrotic damage.                                                                   the attack roll or saving throw.
                                                                                   The spell’s damage increases by one die when you reach 5th level                   At Higher Levels. When you cast this spell using a spell slot of 2nd
                                                                                 (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).             level or higher, you can target one additional creature for each slot
                                                                                                                                                                    level above 1st.
Circle of Mortality (Cleric) Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything Domain Spells (Cleric) Player’s Handbook
Each object in a 20-foot cube within range is outlined in blue, green,           Bolstering yourself with a necromantic facsimile of life, you gain 1d4             You touch a corpse or other remains. For the duration, the target is
or violet light (your choice). Any creature in the area when the spell is        + 4 temporary hit points for the duration.                                         protected from decay and can’t become undead. The spell also
cast is also outlined in light if it fails a Dexterity saving throw. For the        At Higher Levels. When you cast this spell using a spell slot of 2nd            effectively extends the time limit on raising the target from the dead,
duration, objects and affected creatures shed dim light in a 10-foot             level or higher, you gain 5 additional temporary hit points for each               since days spent under the influence of this spell don’t count against
radius.                                                                          slot level above 1st.                                                              the time limit of spells such as raise dead.
   Any attack roll against an affected creature or object has advantage
if the attacker can see it, and the affected creature or object can’t
benefit from being invisible.
Drow Magic (Dark Elf)                                     Player’s Handbook      Domain Spells (Cleric)                                      Player’s Handbook      Domain Spells (Cleric)                                              Player’s Handbook
                 Ray of Enfeeblement
                           2nd-level necromancy
Made of interlocking metal rings, a chain shirt is worn       A shield is made from wood or metal and is carried in one
between layers of clothing or leather. This armor offers      hand. Wielding a shield increases your Armor Class by 2.
modest protection to the wearer’s upper body and allows       You can benefit from only one shield at a time.
the sound of the rings rubbing against one another to be
muffled by outer layers.
                 Crossbow, Hand
                         Weapons