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Haldir: Character Level, Race, & Class Experience

Haldir is a level 3 dark elf cleric of the Grave domain. As a cleric, he can cast rituals and prepare 6 cleric spells. His abilities include darkvision, channel divinity to turn undead, and domain features focused on the line between life and death. Shiro is Haldir's player.

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0% found this document useful (0 votes)
204 views8 pages

Haldir: Character Level, Race, & Class Experience

Haldir is a level 3 dark elf cleric of the Grave domain. As a cleric, he can cast rituals and prepare 6 cleric spells. His abilities include darkvision, channel divinity to turn undead, and domain features focused on the line between life and death. Shiro is Haldir's player.

Uploaded by

Libba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 3 Dark Elf Cleric, Grave Domain 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Haldir
Shade Fanatic Sehanine Moonbow Shiro (Vini)
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Chain Shirt 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
13
SHIELD
AC
Shield Superior Darkvision. You can see in dim light within
N
CIE C
120 feet of you as if it were bright light, and in
+1 Strength darkness as if it were dim light.
Y
PROFI

+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

INITIATIVE -1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Mace 5 ft +3 vs AC 1d6+1 bludgeoning

FEATURES & TRAITS


Crossbow, Hand 30/120 +1 vs AC 1d6-1 piercing
Ammunition, Light, Loading
Armor Proficiencies. Light Armor, Medium Armor,
Shield

Weapon Proficiencies. Rapier, Shortsword,


Crossbow, Hand, Simple Weapons

Tool Proficiencies. Forgery kit

Languages. Common, Elvish, Netherese, Giant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 98 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Haldir
CHARACTER NAME EYES SKIN HAIR

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

Frugal: I horde my possessions knowing that


someday I will be called upon to give everything I
have to the cause (Any)

IDEAL

The whispers in my head remind me that there is


power to be found in the shadows.

BOND

I always enjoy a good mug of ale ... or five.

FLAW BACKGROUND STORY

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

33 lb / 195 lb 390 lb

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

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 6

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Grave Domain

CANTRIPS Dazzle Sacred Flame


Spare the Dying Toll the Dead

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

CANTRIPS Dancing Lights (Dark Elf)

1ST LEVEL Faerie Fire (Dark Elf)


Dancing Lights Dazzle Sacred Flame
Evocation Cantrip Illusion Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION 1 round DURATION Instantaneous
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V, S COMPONENTS V, S

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

Spare the Dying Toll the Dead Bane


Necromancy Cantrip Necromancy Cantrip 1st-level enchantment

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


RANGE Touch RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a drop of blood)

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

Faerie Fire False Life Gentle Repose


1st-level evocation 1st-level necromancy 2nd-level necromancy (ritual)

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


RANGE 60 feet RANGE Self RANGE Touch
DURATION Concentration, up to 1 minute DURATION 1 hour DURATION 10 days
COMPONENTS V COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) 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)

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

CASTING TIME 1 action


RANGE 60 feet
DURATION Concentration, up to 1 minute
COMPONENTS V, S

A black beam of enervating energy springs from your finger toward a


creature within range. Make a ranged spell attack against the target.
On a hit, the target deals only half damage with weapon attacks that
use Strength until the spell ends. At the end of each of the target’s
turns, it can make a Constitution saving throw against the spell. On a
success, the spell ends.

Domain Spells (Cleric) Player’s Handbook


Chain Shirt Shield Mace
Armor Armor Weapons

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.

20 lb. Player’s Handbook 6 lb. Player’s Handbook 4 lb. Player’s Handbook

Crossbow, Hand
Weapons

3 lb. Player’s Handbook

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