Carver Merged
Carver Merged
STEALTH DISADVANTAGE
✘
+5 Wisdom
+1 Charisma
46 4d8 rather than making an opportunity attack. The spell
must have a casting time of 1 action and must
CONDITIONAL
target only that creature.
+1 Spellcasting. You can cast cleric spells as rituals. You
can prepare 7 spells from the cleric spell list. You
CURRENT HIT POINTS can use a holy symbol as your spellcasting focus.
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS
Channel Divinity (1/Short Rest).
19 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Turn Undead (Action—Channel Divinity). Each
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION undead that can see or hear you within 30 feet of
+3 Animal Handling (Wis)
you must make a Wisdom saving throw. If the
+4 +0 Arcana (Int) Darkvision creature fails its saving throw, it is turned for 1
Immunities. Poison minute or until it takes any damage.A turned
+4 Athletics (Str)
creature must spend its turns trying to move as far
INTELLIGENCE -1 Deception (Cha) 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
11 ✘
✘
+2 History (Int)
+5 Insight (Wis)
reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents
it from moving. If there’s nowhere to move, the
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS creature can use the Dodge action.
+0 +0 Investigation (Int)
Past Life.
✘ +5 Medicine (Wis) Human. Before your death, you were a Human and appear as an undead
version of it.
WISDOM +0 Nature (Int)
Living Dead. You are immune to disease. You do not need to eat or breathe.
17
Additionally, you have two creature types: humanoid and undead. You can be
+3 Perception (Wis) affected by a spell or ability if it works on either of your creature types.
-1 Performance (Cha) Restless. You treat exhaustion as if it was one level less. In addition, instead of
sleeping, you enter an inactive state for 4 hours each day. You do not dream in
✘ +1 Persuasion (Cha) this state; you are fully aware of your surroundings and notice approaching
+3 ✘ +2 Religion (Int)
enemies and other events as normal.
Unholy. When you regain hit points from a source that specifies it does not
function on undead, you only receive half as many hit points as the source
+1 Sleight of Hand (Dex) would normally provide, rounded down.
CHARISMA +1 Stealth (Dex) Bloodless. You are immune to poison damage and the poisoned condition.
8
Eternal Vengeance. You know at all times the general direction of and relative
+3 Survival (Wis) distance to a specific intelligent creature on whom you seek revenge for your
death.
SKILLS
Driven. You have advantage on saving throws against effects that turn undead
or would cause you to be frightened.
-1 13 PASSIVE PERCEPTION Unnatural Vitality. When you drop to 0 hit points, you can choose to stay
conscious instead of falling unconscious. If you do, you gain 8 temporary hit
points, which last for up to one minute. In this state, you can take an action or
bonus action on your turn, but not both, and can move only half of your
movement speed. You remain in this state until you regain hit points, or until
ADVANTAGE you no longer have temporary hit points. If you lose all temporary hit points in
this state while you are still at 0 hit points, you fall unconscious and begin
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on
the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of
knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
I’ve lost too many friends, and I’m slow to make new
ones. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in
I can stare down a hell hound without flinching. Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important
than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are
open to all sorts of folk who are willing to battle and die for the order’s cause.
PERSONALITY TRAITS
The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help
inform your decision about which group you owe allegiance to.
Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
IDEAL
BOND
Knightly Regard
You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order
is a religious one, you can gain aid from temples and other
religious communities of your deity. Knights of civic orders can
get help from the community- whether a lone settlement or a
great nation that they serve, and knights of philosophical
orders can find help from those they have aided in pursuit of
their ideals, and those who share those ideals.This help comes
in the form of shelter and meals, and healing when
appropriate, as well as occasionally risky assistance, such as a
band of local citizens rallying to aid a sorely pressed knight in a
fight, or those who support the order helping to smuggle a
knight out of town when he or she is being hunted unjustly.
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
Clothes, Traveler’s 1 4
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
[Shield] 1 6
Crossbow, Light 1 5
Signet Ring 1 —
[War Pick] 1 2
Longsword 1 3
[Plate] 1 65
0 0 0 10 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 +5 13 7
You touch one creature and the sound of a harsh and judgemental You touch one willing creature. Once before the spell ends, the target Your hand momentarily flashes with light as you try to touch a
choir fills the air around it for a moment. The target must succeed on can roll a d4 and add the number rolled to one ability check of its creature. Make a melee spell attack against the target. You have
a Wisdom saving throw or take 1d8 radiant damage. If the target is choice. It can roll the die before or after making the ability check. The advantage on the attack roll if the target attacked a creature other
missing any of its hit points, it instead takes 1d12 radiant damage. spell then ends. than you on its last turn. On a hit, the target takes 1d6 radiant
The spell’s damage increases by one die when you reach 5th level damage, and it begins to shimmer faintly until the start of your next
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). turn. If the target attacks a creature other than you before then, it
immediately takes 1d6 radiant damage and the spell ends.
This spell’s damage increases by one die when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6)
Spellcasting (Cleric) The Elements and Beyond Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Blazing Dawn Player’s Companion
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.
Prepared () Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook
You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 + A glowing halo of light appears above the head of a creature you
Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead touch and lasts for the duration. The halo sheds bright light in a 10-
spell ends, the target can roll a d4 and add the number rolled to the or constructs. foot radius and dim light for an additional 10 feet, follows the target
attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd as it moves, and bathes the target in an impression of heavenly glory,
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above granting it advantage on Charisma (Intimidation) and Charisma
level or higher, you can target one additional creature for each slot 1st. (Persuasion) checks.
level above 1st. If a creature hits the target with an attack before the spell ends,
the halo shoots a ray of light at the attacker, which must make a
Dexterity saving throw if it is within 60 feet of the target. On a failed
saving throw, the attacker takes 2d6 radiant damage. The spell ends
after shooting one ray.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the number of rays the halo can shoot before the
spell ends increases by one for each slot level above 1st.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) The Elements and Beyond
Sanctuary Shield of Faith Hold Person
1st-level abjuration 1st-level abjuration 2nd-level enchantment
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE 60 feet RANGE 60 feet
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
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 small, straight piece of iron)
You ward a creature within range against attack. Until the spell ends, A shimmering field appears and surrounds a creature of your choice Choose a humanoid that you can see within range. The target must
any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration. succeed on a Wisdom saving throw or be paralyzed for the duration.
harmful spell must first make a Wisdom saving throw. On a failed At the end of each of its turns, the target can make another Wisdom
save, the creature must choose a new target or lose the attack or saving throw. On a success, the spell ends on the target.
spell. This spell doesn’t protect the warded creature from area At Higher Levels. When you cast this spell using a spell slot of 3rd
effects, such as the explosion of a fireball. If the warded creature level or higher, you can target on additional humanoid for each slot
makes an attack, casts a spell that affects an enemy, or deals damage level above 2nd. The humanoids must be within 30 feet of each other
to another creature, this spell ends. when you target them.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 reaction, which you take when another creature within range that CASTING TIME 1 bonus action
you can see is hit by an attack or targeted by the magic missile spell
RANGE 15 feet RANGE 60 feet
DURATION 1 round DURATION 1 minute
COMPONENTS V, S, M (a bead bracelet) COMPONENTS V, S
A shimmering barrier of magical force appears and protects the You create a floating, spectral weapon within range that lasts for the
attacked creature. Until the start ofyour next turn, the target has a +5 duration or until you cast this spell again. When you cast the spell,
bonus to AC, including against the triggering attack, and it takes no you can make a melee spell attack against a creature within 5 feet of
damage from magic missile. the weapon. On a hit, the target takes force damage equal to 1d8 +
your spellcasting ability modifier. As a bonus action on your turn, you
can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you
choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his
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.
Prepared (Cleric) The Elements and Beyond Prepared (Cleric) Player’s Handbook
Clothes, Traveler’s Backpack Bedroll
Adventuring Gear Adventuring Gear Adventuring Gear
This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.
Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.
2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Shield Crossbow, Light Signet Ring
Armor Weapons Adventuring Gear
T
he Martyr Domain is for those fierce holy
fighters that never give up from their causes,
Channel Divinity: Honorable
no matter how bad it gets, or what hardships Sacrifice
they encounter, they'll always be there fighting
Starting at 2nd level, you can use your channel divinity to
for what they believe in, even if it means paying
protect those around you.
the price with their lives.
When a creature within 30ft of you takes damage, you may
use your reaction to utter a word of prayer, transferring half of
Martyr Domain Spells the damage (rounded down) to you. The targeted creature
gains resistance to the same type of damage the attack that
Cleric Level Spells
triggered this ability dealt until the end of the current turn.
1st shield of faith, sanctuary
3rd prayer of healing, warding bond
Martyr's Bond
Beginning at 6th level, if you haven't moved yet this turn, you
5th beacon of hope, life transference
may use an action to touch a creature you can see. You lose
7th death ward, freedom of movement 10ft of movement, and the creature gains 10ft of movement
9th antilife shell, mass cure wounds for one minute. You only regain movement lost this way once
you finish a short or long rest, or if you choose to end the
ability's effect on a creature before its duration ends. You can
Mercy-Bringer only use this ability as long as it doesn't lower your movement
speed in this turn to 0. You can use this ability a number of
When you choose this domain at 1st level, you gain
proficiency in the Medicine skill, and you learn the spare the times equal to your Wisdom modifier (minimum of one) per
short or long rest.
dying cantrip, for you it counts as a cleric cantrip, and doesn't
count against the number of cantrips you know.
Power Heal
Armor of Life Starting at 8th level, whenever you cast a spell that restores
hit points you may add your proficiency bonus to the roll of
Also starting at 1st level, you may gift those you deem worth
the spell.
your cause with will to keep fighting. As an action on your turn
you may touch a creature and give it temporary hit points
equal to your wisdom modifier, you may use this feature a
Vision of the Seven Heavens
number of times equal to your proficiency bonus per short or Beginning at 17th level, not even death can stop the true
long rest. martyr from seeking their cause.
When you are reduced to 0 Hit Points, but not killed
outright, you can use your reaction to instead drop to 1 Hit
Point. As you do, you unleash a blast of energy within 30ft of
you, gifting creatures you choose within the blast's range
resistance to the type of damage that triggered the ability for
one minute, and healing them for an amount equal to your
Cleric level + your Wisdom modifier. You may benefit from this
ability once per long rest.