Bali Chan
Bali Chan
STEALTH DISADVANTAGE
+2 Constitution ARMOR CLASS Spellcasting. You can cast cleric spells as rituals. You
DEXTERITY
+1 Intelligence
can prepare 6 spells from the cleric spell list. You
MAXIMUM HIT DICE TEMPORARY can use a holy symbol as your spellcasting focus.
14 ✘
✘
+5 Wisdom
+1 Charisma
24 3d8
Channel Divinity (1/Short Rest).
CONDITIONAL
Turn Undead (Action—Channel Divinity). Each
+2 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
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
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
+3 Animal Handling (Wis)
action or try to escape from an effect that prevents
+2 +1 Arcana (Int) it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
+0 Athletics (Str)
INTELLIGENCE -1 Deception (Cha) Implement of Peace. When you choose this domain
at 1st level, you gain proficiency in the Insight,
13 ✘
✘
+3 History (Int)
+5 Insight (Wis)
Performance, or Persuasion skill (your choice).
-1 15 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You lived in seclusion—either in a sheltered community such as a monastery, or entirely a lone—for a formative part of
your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
PERSONALITY TRAITS
IDEAL
BOND
Discovery
The quiet seclusion of your extended hermitage gave
you access to a unique and powerful discovery. The
exact nature of this revelation depends on the nature
of your seclusion. It might be a great truth about the
cosmos, the deities, the powerful beings of the outer
planes, or the forces of nature. It could be a site that
no one else has ever seen. You might have uncovered
a fact that has long been forgotten, or unearthed
some relic of the past that could rewrite history. It
might be information that would be damaging to the
people who or consigned you to exile, and hence the
reason for your return to society.
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
0 0 0 0 0
lb / 150 lb 300 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
You touch one willing creature. Once before the spell ends, the target A spectral, floating hand appears at a point you choose within range. Flame-like radiance descends on a creature that you can see within
can roll a d4 and add the number rolled to one ability check of its The hand lasts for the duration or until you dismiss it as an action. range. The target must succeed on a Dexterity saving throw or take
choice. It can roll the die before or after making the ability check. The The hand vanishes if it is ever more than 30 feet away from you or if 1d8 radiant damage. The target gains no benefit from cover for this
spell then ends. you cast this spell again. saving throw. The spell’s damage increases by 1d8 when you reach
You can use your action to control the hand. You can use the hand 5th level (2d8), 11th level (3d8), and 17th level (4d8).
to manipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.
Spellcasting (Cleric) Player’s Handbook Telekinetic Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You point at one creature you can see within range, and the sound of You bless up to three creatures of your choice within range. For the duration, you sense the presence of magic within 30 feet of
a dolorous bell fills the air around it for a moment. The target must Whenever a target makes an attack roll or a saving throw before the you. If you sense magic in this way, you can use your action to see a
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If spell ends, the target can roll a d4 and add the number rolled to the faint aura around any visible creature or object in the area that bears
the target is missing any of its hit points, it instead takes 1d12 attack roll or saving throw. magic, and you learn its school of magic, if any. The spell can
necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of
The spell’s damage increases by one die when you reach 5th level level or higher, you can target one additional creature for each slot common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). level above 1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 120 feet RANGE 60 feet RANGE Touch
DURATION 1 round DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V COMPONENTS V, S
A flash of light streaks toward a creature of your choice within range. A creature of your choice that you can see within range regains hit A willing creature you touch is imbued with bravery. Until the spell
Make a ranged spell attack against the target. On a hit, the target points equal to 1d4 + your spellcasting ability modifier. This spell has ends, the creature is immune to being frightened and gains
takes 4d6 radiant damage, and the next attack roll made against this no effect on undead or constructs. temporary hit points equal to your spellcasting ability modifier at the
target before the end of your next turn has advantage, thanks to the At Higher Levels. When you cast this spell using a spell slot of 2nd start of each of its turns. When the spell ends, the target loses any
mystical dim light glittering on the target until then. level or higher, the healing increases by 1d4 for each slot level above remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd 1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above level or higher, you can target one additional creature for each slot
1st. level above 1st.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Sanctuary Shield of Faith Aid
1st-level abjuration 1st-level abjuration 2nd-level abjuration
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION 8 hours
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S, M (a tiny strip of white cloth)
You ward a creature within range against attack. Until the spell ends, A shimmering field appears and surrounds a creature of your choice Your spell bolsters your allies with toughness and resolve. Choose up
any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration. to three creatures within range. Each target’s hit point maximum and
harmful spell must first make a Wisdom saving throw. On a failed current hit points increase by 5 for the duration.
save, the creature must choose a new target or lose the attack or At Higher Levels. When you cast this spell using a spell slot of 3rd
spell. This spell doesn’t protect the warded creature from area level or higher, a target’s hit points increase by an additional 5 for
effects, such as the explosion of a fireball. If the warded creature each slot level above 2nd.
makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.
Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
You create a floating, spectral weapon within range that lasts for the This spell wards a willing creature you touch and creates a mystic
duration or until you cast this spell again. When you cast the spell, connection between you and the target until the spell ends. While
you can make a melee spell attack against a creature within 5 feet of the target is within 60 feet of you, it gains a +1 bonus to AC and
the weapon. On a hit, the target takes force damage equal to 1d8 + saving throws, and it has resistance to all damage. Also, each time it
your spellcasting ability modifier. As a bonus action on your turn, you takes damage, you take the same amount of damage.
can move the weapon up to 20 feet and repeat the attack against a The spell ends if you drop to 0 hit points or if you and the target
creature within 5 feet of it. The weapon can take whatever form you become separated by more than 60 feet. It also ends if the spell is
choose. Clerics of deities who are associated with a particular cast again on either of the connected creatures. You can also dismiss
weapon (as St. Cuthbert is known for his mace and Thor for his the spell as an action.
hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.