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Ander Teiker

This document provides a character sheet for a Level 4 Halfling Cleric of the Grave Domain. Key details include: - Character name is Ander Teiker, background is Apothecary, alignment is Neutral Good - Primary ability scores are Wisdom and Dexterity - Cleric abilities include channel divinity to turn undead, domain spells of the grave domain - Skill proficiencies include Medicine, Insight, History and more

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0% found this document useful (0 votes)
88 views7 pages

Ander Teiker

This document provides a character sheet for a Level 4 Halfling Cleric of the Grave Domain. Key details include: - Character name is Ander Teiker, background is Apothecary, alignment is Neutral Good - Primary ability scores are Wisdom and Dexterity - Cleric abilities include channel divinity to turn undead, domain spells of the grave domain - Skill proficiencies include Medicine, Insight, History and more

Uploaded by

Slybok
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 4 Halfling (Mark of Healing) Cleric, Grave Domain 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Ander Teiker
Apothecary Neutral Good Noguerol
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Skill Expert. You have honed your proficiency with


STRENGTH Breastplate 18 particular skills.
PROFICIENCY BONUS +2
16
SHIELD
AC Spellcasting. You can cast cleric spells as rituals. You
Shield can prepare 8 spells from the cleric spell list. You
N
CIE C
can use a holy symbol as your spellcasting focus.
+3 Strength
Y
PROFI

+3 Grave Domain. Gods of the grave watch over the


+3 Dexterity
line between life and death. To these deities, death
+0 Constitution ARMOR CLASS and the afterlife are a foundational part of the
DEXTERITY
+2 Intelligence
multiverse. To desecrate the peace of the dead is an
MAXIMUM HIT DICE TEMPORARY abomination.
16 ✘


+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.

Path to the Grave (Action—Channel Divinity).


+0 Persuasion (Cha)
+4 Halfling Nimbleness. You can move through the Choose one creature you can see within 30ft, and
✘ +4 Religion (Int) space of any creature that is of a size larger than curse it until the end of your next turn. The next
yours. time you or an ally of yours hits the cursed creature
+3 Sleight of Hand (Dex)
with an attack, the creature has vulnerability to all
CHARISMA +3 Stealth (Dex) of that attack's damage, and then the curse ends.
Medical Intuition. When you make a Medicine

11 +4 Survival (Wis) check or an ability check using an herbalism kit,


SKILLS you can roll a d4 and add the number rolled to the
ability check.

+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

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Light Hammer 20/60 +5 vs AC 1d4+3 bludgeoning
Light, Thrown
FEATURES & TRAITS
Mace 5 ft +5 vs AC 1d6+3 bludgeoning

Sling 30/120 +5 vs AC 1d4+3 bludgeoning Armor Proficiencies. Light Armor, Medium Armor,
Ammunition
Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Herbalism kit, Alchemist’s


supplies

Languages. Common, Halfling, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 24 2'7" 35 lb.
GENDER AGE HEIGHT WEIGHT
Ander Teiker Blue Pale Brown
CHARACTER NAME EYES SKIN HAIR

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

FLAW BACKGROUND STORY

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

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

112.5 lb / 240 lb 480 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 +6 14 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Grave Domain

CANTRIPS Guidance Sacred Flame


Spare the Dying Thaumaturgy Word of Radiance

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

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


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

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

Thaumaturgy Word of Radiance Bane


Transmutation Cantrip Evocation Cantrip 1st-level enchantment

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


RANGE 30 feet RANGE 5 feet RANGE 30 feet
DURATION Up to 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V COMPONENTS V, M (a holy symbol) COMPONENTS V, S, M (a drop of blood)

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

False Life Gentle Repose Ray of Enfeeblement


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

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


RANGE Self RANGE Touch RANGE 60 feet
DURATION 1 hour DURATION 10 days DURATION Concentration, up to 1 minute
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 COMPONENTS V, S
corpse’s eyes, which must remain there for the duration)

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.

Halfling Player’s Handbook Halfling Player’s Handbook Halfling Player’s Handbook

Medical Intuition Healing Touch Skill Expert


Racial Trait Racial Trait Feat

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

Spellcasting Grave Domain Channel Divinity


Class Feature Archetype Class Feature
As a conduit for divine power, you can cast cleric spells. Gods of the grave watch over the line between life and At 2nd level, you gain the ability to channel divine energy
CANTRIPS
At 1st level, you know three cantrips of your choice from the cleric spell list. death. To these deities, death and the afterlife are a directly from your deity, using that energy to fuel magical
You learn additional cleric cantrips of your choice at higher levels, as shown in foundational part of the multiverse. To desecrate the peace effects. You start with two such effects: Turn Undead and
the Cantrips Known column of the Cleric table. of the dead is an abomination. Deities of the grave include an effect determined by your domain. Some domains grant
PREPARING AND CASTING SPELLS
The Cleric table shows how many spell slots you have to cast your cleric Kelemvor, Wee jas, the ancestral spirits of the Undying you additional effects as you advance in levels, as noted in
spells of 1st level and higher. To cast one of these spells, you must expend a Court, Hades, Anubis, and Osiris. Followers of these deities the domain description.
slot of the spell’s level or higher. You regain all expended spell slots when you seek to put wandering spirits to rest, destroy the undead, When you use your Channel Divinity, you choose which
finish a long rest. and ease the suffering of the dying. Their magic also allows effect to create. You must then finish a short or long rest to
You prepare the list of cleric spells that are available for you to cast,
choosing from the cleric spell list. When you do so, choose a number of cleric them to stave off death for a time. particularly for a person use your Channel Divinity again.
spells equal to your Wisdom modifier + your cleric level (minimum of one who still has some great work to accomplish in the world. Some Channel Divinity effects require saving throws.
spell). The spells must be of a level for which you have spell slots. This is a delay of death, not a denial of it, for death will When you use such an effect from this class, the DC equals
For example, if you are a 3rd-level cleric, you have four 1st-level and two
2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can eventually get its due. your cleric spell save DC.
include six spells of 1st or 2nd level, in any combination. If you prepare the Beginning at 6th level, you can use your Channel Divinity
1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. twice between rests, and beginning at 18th level, you can
Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. use it three times between rests. When you finish a short
Preparing a new list of cleric spells requires time spent in prayer and or long rest, you regain your expended uses.
meditation: at least 1 minute per spell level for each spell on your list.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your cleric spells. The power of your
spells comes from your devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving throw DC for a cleric spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
RITUAL CASTING
You can cast a cleric spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
SPELLCASTING FOCUS
You can use a holy symbol as a spellcasting focus for your cleric spells.

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

Eyes of the Grave Channel Divinity: Path to the Grave


Archetype Feature Archetype Feature

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

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