Ander Teiker
Ander Teiker
STEALTH DISADVANTAGE
✘
+6 Wisdom
+2 Charisma
32 4d8
Channel Divinity (1/Short Rest).
CONDITIONAL
Turn Undead (Action—Channel Divinity). Each
+3 undead that can see or hear you within 30 feet of
you must make a Wisdom saving throw. If the
CURRENT HIT POINTS creature fails its saving throw, it is turned for 1
CONSTITUTION DEATH SAVING THROWS
minute or until it takes any damage.A turned
SAVING THROWS
creature must spend its turns trying to move as far
11 N
CIE C
+3 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION reactions. For its action, it can use only the Dash
+4 Animal Handling (Wis)
action or try to escape from an effect that prevents
+0 +2 Arcana (Int) it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
+3 Athletics (Str)
INTELLIGENCE +0 Deception (Cha) Domain Spells.
15 ✘
✘
+4 History (Int)
+6 Insight (Wis)
Circle of Mortality. When rolling dice to restore HP
with a spell, to a creature at 0HP, instead use the
highest number possible for each die. Your spare
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the dying cantrip, has a range of 30ft and is a bonus
+2 ✘ +4 Investigation (Int) action.
✘✘ +8 Medicine (Wis) Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and Eyes of the Grave. 4 times per long rest, as an
WISDOM +2 Nature (Int) action you know the location of any undead within
must use the new roll.
60 feet of you that isn’t behind total cover and that
18 +4 Perception (Wis)
+0 Performance (Cha)
Brave. You have advantage on saving throws
against being frightened.
isn’t protected from divination magic.
+0 14 PASSIVE PERCEPTION Healing Touch (1/Long Rest). You can cast the
cure wounds and lesser restoration spells with this
trait using Wisdom as your spellcasting ability.
ADVANTAGE
Sling 30/120 +5 vs AC 1d4+3 bludgeoning Armor Proficiencies. Light Armor, Medium Armor,
Ammunition
Shield
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have studied the myriad illnesses and ailments of the mortal body as well as the treatments for each. You know
which herbs can soothe a fever and which oils can help prevent the pox. Not all medicine is good for the body, though:
you have also learned which toxins can stop the heart or drive a man to madness. You know how to manufacture and
refine all of these things, and you make a living dispensing tonics and tinctures to those in need. In a pinch, you can
even perform minor medical procedures, although these things are better left to a proper surgeon.
PERSONALITY TRAITS
IDEAL
BOND
Medical Profession
You have a reputation as a healer of the sick, and are
often called upon by those who are diseased or injured.
You can usually gain an audience with anyone who needs
treatment — even if protocol would normally prevent you
from doing so — simply by agreeing to offer your
assistance. By spending a few moments examining a
chemical — a vial of liquid, a packet of ground powder, or
the like — you can determine whether the substance is
intended to harm or heal (or neither). This examination
does not reveal any specific information about the
substance(such as that a powder is actually an inhaled
poison, or that it paralyzes its victim), only that it is either
harmful or helpful to those that it is used on.
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
[Breastplate] 1 20
[Shield] 1 6
[Light Hammer] 1 2
Mace 1 4
Sling 1 —
Pouch 1 1
Sling Bullet 20 1.5
Alchemist’s Supplies 1 8
Herbalism Kit 1 3
Clothes, Common 1 3
Pouch 1 1
Scale, Merchant’s 1 3
Amulet 1 1
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +6 14 8
1ST LEVEL 4 SPELL SLOTS ● Bane (Always Prepared) ● False Life (Always Prepared)
Armor of Othrys Bless Ceremony
Command Create or Destroy Water Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Guiding Bolt Healing Word Inflict Wounds
Protection from Evil and Good Purify Food and Drink Sanctuary
Shield of Faith
2ND LEVEL 3 SPELL SLOTS ● Gentle Repose (Always Prepared) ● Ray of Enfeeblement (Always Prepared)
Aid Augury Blindness/Deafness
Calm Emotions Continual Flame Enhance Ability
Find Traps Hold Person Lesser Restoration
Locate Object Prayer of Healing Protection from Poison
Silence Spiritual Weapon Warding Bond
Zone of Truth
Guidance Sacred Flame Spare the Dying
Divination Cantrip Evocation Cantrip Necromancy Cantrip
You touch one willing creature. Once before the spell ends, the target Flame-like radiance descends on a creature that you can see within You touch a living creature that has 0 hit points. The creature
can roll a d4 and add the number rolled to one ability check of its range. The target must succeed on a Dexterity saving throw or take becomes stable. This spell has no effect on undead or constructs.
choice. It can roll the die before or after making the ability check. The 1d8 radiant damage. The target gains no benefit from cover for this
spell then ends. saving throw. The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Circle of Mortality (Cleric) Player’s Handbook
You manifest a minor wonder, a sign of supernatural power, within You utter a divine word, and burning radiance erupts from you. Each Up to three creatures of your choice that you can see within range
range. You create one of the following magical effects within range: creature of your choice that you can see within range must succeed must make Charisma saving throws. Whenever a target that fails this
• Your voice booms up to three times as loud as normal for 1 on a Constitution saving throw or take 1d6 radiant damage. saving throw makes an attack roll or a saving throw before the spell
minute. The spell’s damage increases by 1d6 when you reach 5th level ends, the target must roll a d4 and subtract the number rolled from
• You cause flames to flicker, brighten, dim, or change color for 1 (2d6), 11th level (3d6), and 17th level (4d6). the attack roll or saving throw.
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You cause harmless tremors in the ground for 1 minute. level or higher, you can target one additional creature for each slot
• You create an instantaneous sound that originates from a point level above 1st.
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything Domain Spells (Cleric) Player’s Handbook
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 You touch a corpse or other remains. For the duration, the target is A black beam of enervating energy springs from your finger toward a
+ 4 temporary hit points for the duration. protected from decay and can’t become undead. The spell also creature within range. Make a ranged spell attack against the target.
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, On a hit, the target deals only half damage with weapon attacks that
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 use Strength until the spell ends. At the end of each of the target’s
slot level above 1st. the time limit of spells such as raise dead. turns, it can make a Constitution saving throw against the spell. On a
success, the spell ends.
Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Lucky Brave Halfling Nimbleness
Racial Trait Racial Trait Racial Trait
When you roll a 1 on an attack roll, ability check, or saving You have advantage on saving throws against being You can move through the space of any creature that is of a
throw, you can reroll the die and must use the new roll. frightened. size larger than yours.
When you make a Wisdom (Medicine) check or an ability You can cast the cure wounds spell with this trait. Starting You have honed your proficiency with particular skills,
check using an herbalism kit, you can roll a d4 and add the at 3rd level, you can also cast lesser restoration with it. granting you the following benefits:
number rolled to the ability check. Once you cast either spell with this trait, you can’t cast that • Increase one ability score of your choice by 1, to a
spell with it again until you finish a long rest. Wisdom is maximum of 20.
your spellcasting ability for these spells. • You gain proficiency in one skill of your choice.
• Choose one skill in which you have proficiency. You
gain expertise with that skill, which means your proficiency
bonus is doubled for any ability check you make with it. The
skill you choose must be one that isn't already benefiting
from a feature, such as Expertise, that doubles your
proficiency bonus.
Mark of Healing Eberron: Rising from the Last War Mark of Healing Eberron: Rising from the Last War Feat (4) Tasha's Cauldron of Everything
Cleric Player’s Handbook Divine Domain Xanathar’s Guide to Everything Cleric Player’s Handbook
Channel Divinity: Turn Undead Domain Spells Circle of Mortality
Class Feature Archetype Feature Archetype Feature
As an action, you present your holy symbol and speak a You gain domain spells at the cleric levels listed in the At 1st level, you gain the ability to manipulate the line
prayer censuring the undead. Each undead that can see or Grave Domain Spells table. See the Divine Domain class between life and death. When you would normally roll one
hear you within 30 feet of you must make a Wisdom saving feature for how domain spells work. or more dice to restore hit points with a spell to a creature
throw. If the creature fails its saving throw, it is turned for 1 Grave Domain Spells at 0 hit points, you instead use the highest number possible
minute or until it takes any damage. Cleric Level Spells for each die.
A turned creature must spend its turns trying to move as 1st bane, false life In addition, you learn thespare the dying cantrip, which
far away from you as it can, and it can’t willingly move to a 3rd gentle repose, ray of enfeeblement doesn’t count against the number of cleric cantrips you
space within 30 feet of you. It also can’t take reactions. For 5th revivify, vampiric touch know. For you, it has a range of 30 feet, and you can cast it
its action, it can use only the Dash action or try to escape 7th blight, death ward as a bonus action.
from an effect that prevents it from moving. If there’s 9th antilife shell, raise dead
nowhere to move, the creature can use the Dodge action.
Channel Divinity Player’s Handbook Grave Domain Xanathar’s Guide to Everything Grave Domain Xanathar’s Guide to Everything
At lst level, you gain the ability to occasionally sense the Starting at 2nd level, you can use your Channel Divinity to
presence of the undead, whose existence is an insult to the mark another creature’s life force for termination.
natural cycle of life. As an action, you can open your As an action, you choose one creature you can see within
awareness to magically detect undead. Until the end of 30 feet of you, cursing it until the end of your next turn.
your next turn, you know the location of any undead within The next time you or an ally of yours hits the cursed
60 feet of you that isn’t behind total cover and that isn’t creature with an attack, the creature has vulnerability to all
protected from divination magic. This sense doesn’t tell you of that attack's damage, and then the curse ends.
anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Grave Domain Xanathar’s Guide to Everything Grave Domain Xanathar’s Guide to Everything