The Nameless One
The Nameless One
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 300 feet of you as if
STRENGTH Plate +1 22 it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4 War Caster. You have advantage on Constitution saving throws
15
SHIELD
AC that you make to maintain your concentration on a spell when
Shield +1 you take damage.You can perform the somatic components of
N
spells even when you have weapons or a shield in one or both
CIE C
+2 opportunity attack from you, you can use your reaction to cast
a spell at the creature, rather than making an opportunity
+3 Dexterity
attack. The spell must have a casting time of 1 action and must
✘ +9 Constitution ARMOR CLASS target only that creature.
DEXTERITY
+0 Intelligence Harness Divine Power (Bonus Action—2/Long Rest). You
MAXIMUM HIT DICE TEMPORARY
16
touch your holy symbol, utter a prayer, and regain one
✘ +8 Wisdom
102 9d8 expended spell slot, the level of which can be no higher than 2.
✘ +3 Charisma
Cantrip Versatility. Whenever you reach a level in Cleric class
CONDITIONAL
that grants the Ability Score Improvement feature, you can
+3 replace one cantrip you learned from Cleric's Spellcasting
feature with another cantrip from the cleric spell list.
CURRENT HIT POINTS
Spellcasting. You can cast cleric spells as rituals. You can
CONSTITUTION DEATH SAVING THROWS
prepare 13 spells from the cleric spell list. You can use a holy
SAVING THROWS symbol as your spellcasting focus.
20 N
CIE C
+3 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Channel Divinity (2/Short Rest).
Y
PROFI
RT
EXPE
VISION INSPIRATION EXHAUSTION Turn Undead (Action—Channel Divinity). Each undead that
+4 Animal Handling (Wis) can see or hear you within 30 feet of you must make a Wisdom
+5 +0 Arcana (Int) Darkvision saving throw. If the creature fails its saving throw, it is turned
for 1 minute or until it takes any damage.A turned creature
+2 Athletics (Str) Resistances. Poison must spend its turns trying to move as far away from you as it
can, and it can’t willingly move to a space within 30 feet of
INTELLIGENCE -1 Deception (Cha) you. It also can’t take reactions. For its action, it can use only
the Dash action or try to escape from an effect that prevents it
11 ✘
+0 History (Int)
+8 Insight (Wis)
from moving. If there’s nowhere to move, the creature can use
the Dodge action.
Destroy Undead. When an undead of CR 1 or lower fails its
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS saving throw against your Turn Undead feature, the creature is
+0 +0 Investigation (Int) instantly destroyed.
✘ +8 Medicine (Wis) Dwarven Resilience. You have advantage on Eyes of Night (Action—1/Long Rest). You can magically share
WISDOM
saving throws against poison, and you have the darkvision of this feature with willing creatures you can see
+0 Nature (Int) resistance against poison damage. within 10 feet of you, up to 4 creatures. The shared darkvision
lasts for 1 hour. You can expend a spell slot of any level to
18 ✘ +8 Perception (Wis)
-1 Performance (Cha)
Stonecunning. A +8 on History checks related to
origin of stonework.
share it again.
Vigilant Blessing (Action). You give one creature you touch
-1 Persuasion (Cha) advantage on the next initiative roll the creature makes. This
+4 +0 Religion (Int)
benefit ends immediately after the roll or if you use this
feature again.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You might want to tweak some of the features of a background so it better fits your character or the campaign setting.
To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of
two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your
background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t
find a feature that matches your desired background, work with your DM to create one.
PERSONALITY TRAITS
IDEAL
BOND
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 Warhammer +1. You have a +1 bonus to attack and
[Warhammer +1] 1 2 damage rolls made with this magic weapon.
[Shield +1] 1 6
[Plate +1] 1 65 Shield +1. While holding this shield, you have a bonus to
[Wand of Polymorph] 1 1 AC determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.
0 0 0 0 0
74 lb / 225 lb 450 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 +8 16 13
1ST LEVEL 4 SPELL SLOTS ● Faerie Fire (Always Prepared) ● Guiding Bolt
● Healing Word ● Sleep (Always Prepared) Bane
Bless Ceremony Command
Create or Destroy Water Cure Wounds Detect Evil and Good
Detect Magic Detect Poison and Disease Inflict Wounds
Protection from Evil and Good Purify Food and Drink Sanctuary
Shield of Faith
3RD LEVEL 3 SPELL SLOTS ● Animate Dead ● Aura of Vitality (Always Prepared)
● Leomund’s Tiny Hut (Always Prepared) ● Revivify ● Spirit Guardians
Beacon of Hope Bestow Curse Clairvoyance
Create Food and Water Daylight Dispel Magic
Fast Friends Feign Death Glyph of Warding
Incite Greed Life Transference Magic Circle
Mass Healing Word Meld into Stone Motivational Speech
Protection from Energy Remove Curse Sending
Speak with Dead Spirit Shroud Tongues
Water Walk
5TH LEVEL 1 SPELL SLOTS ● Circle of Power (Always Prepared) ● Mislead (Always Prepared)
Commune Contagion Dawn
Dispel Evil and Good Flame Strike Geas
Greater Restoration Hallow Holy Weapon
Insect Plague Legend Lore Mass Cure Wounds
Planar Binding Raise Dead Scrying
Summon Celestial
Guidance Sacred Flame Thaumaturgy
Divination Cantrip Evocation Cantrip Transmutation 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 manifest a minor wonder, a sign of supernatural power, within
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 range. You create one of the following magical effects within range:
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 • Your voice booms up to three times as loud as normal for 1
spell then ends. saving throw. minute.
The spell’s damage increases by 1d8 when you reach 5th level • You cause flames to flicker, brighten, dim, or change color for 1
(2d8), 11th level (3d8), and 17th level (4d8). minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point
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) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You point at one creature you can see within range, and the sound of Each object in a 20-foot cube within range is outlined in blue, green, A flash of light streaks toward a creature of your choice within range.
a dolorous bell fills the air around it for a moment. The target must or violet light (your choice). Any creature in the area when the spell is Make a ranged spell attack against the target. On a hit, the target
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If cast is also outlined in light if it fails a Dexterity saving throw. For the takes 4d6 radiant damage, and the next attack roll made against this
the target is missing any of its hit points, it instead takes 1d12 duration, objects and affected creatures shed dim light in a 10-foot target before the end of your next turn has advantage, thanks to the
necrotic damage. radius. mystical dim light glittering on the target until then.
The spell’s damage increases by one die when you reach 5th level Any attack roll against an affected creature or object has advantage 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). if the attacker can see it, and the affected creature or object can’t level or higher, the damage increases by 1d6 for each slot level above
benefit from being invisible. 1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 60 feet RANGE 90 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION 8 hours
COMPONENTS V COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S, M (a tiny strip of white cloth)
A creature of your choice that you can see within range regains hit This spell sends creatures into a magical slumber. Roll 5d8, the total Your spell bolsters your allies with toughness and resolve. Choose up
points equal to 1d4 + your spellcasting ability modifier. This spell has is how many hit points of creatures this spell can affect. Creatures to three creatures within range. Each target’s hit point maximum and
no effect on undead or constructs. within 20 feet of a point you choose within range are affected in current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd ascending order of their current hit points (ignoring unconscious At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the healing increases by 1d4 for each slot level above creatures). level or higher, a target’s hit points increase by an additional 5 for
1st. Starting with the creature that has the lowest current hit points, each slot level above 2nd.
each creature affected by this spell falls unconscious until the spell
ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.
Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Augury Enhance Ability Moonbeam
2nd-level divination (ritual) 2nd-level transmutation 2nd-level evocation
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate You touch a creature and bestow upon it a magical enhancement. A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-
cards, or employing some other divining tool, you receive an omen Choose one of the following effects: the target gains the effect until high cylinder centered on a point within range. Until the spell ends,
from an otherworldly entity about the results of a specific course of the spell ends. dim light fills the cylinder.
action that you plan to take within the next 30 minutes. The DM Bear’s Endurance. The target has advantage on Constitution When a creature enters the spell’s area for the first time on a turn
chooses from the following possible omens: checks. It also gains 2d6 temporary hit points, which are lost when or starts its turn there, it is engulfed in ghostly flames that cause
• Weal, for good results the spell ends. searing pain, and it must make a Constitution saving throw. It takes
• Woe, for bad results Bull’s Strength. The target has advantage on Strength checks, and 2d10 radiant damage on a failed save, or half as much damage on a
• Weal and woe, for both good and bad results his or her carrying capacity doubles. successful one.
• Nothing, for results that aren’t especially good or bad Cat’s Grace. The target has advantage on Dexterity checks. It also A shapechanger makes its saving throw with disadvantage. If it
doesn’t take damage from falling 20 feet or less if it isn’t fails, it also instantly reverts to its original form and can’t assume a
The spell doesn’t take into account any possible circumstances that incapacitated. different form until it leaves the spell’s light.
might change the outcome, such as the casting of additional spells or Eagle’s Splendor. The target has advantage on Charisma checks. On each of your turns after you cast this spell, you can use an
the loss or gain of a companion. Fox’s Cunning. The target has advantage on Intelligence checks. action to move the beam up to 60 feet in any direction.
If you cast the spell two or more times before completing your next Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd
long rest, there is a cumulative 25 percent chance for each casting At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level
after the first that you get a random reading. The DM makes this roll level or higher, you can target one additional creature for each slot above 2nd.
in secret. level above 2nd.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 minute
RANGE Self RANGE 60 feet RANGE 10 feet
DURATION 1 hour DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S, M (A pinch of Talc and a small sprinkling of powdered silver) COMPONENTS V, S COMPONENTS V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
For the duration, you see invisible creatures and objects as if they You create a floating, spectral weapon within range that lasts for the This spell creates an undead servant. Choose a pile of bones or a corpse
were visible, and you can see into the Ethereal Plane. Ethereal duration or until you cast this spell again. When you cast the spell, of a Medium or Small humanoid within range. Your spell imbues the
creatures and objects appear ghostly and translucent. you can make a melee spell attack against a creature within 5 feet of target with a foul mimicry of life, raising it as an undead creature. The
the weapon. On a hit, the target takes force damage equal to 1d8 + target becomes a skeleton if you chose bones or a zombie if you chose a
your spellcasting ability modifier. corpse (the DM has the creature’s game statistics).
As a bonus action on your turn, you can move the weapon up to 20 On each of your turns, you can use a bonus action to mentally
feet and repeat the attack against a creature within 5 feet of it. command any creature you made with this spell if the creature is within
The weapon can take whatever form you choose. Clerics of deities 60 feet of you (if you control multiple creatures, you can command any
who are associated with a particular weapon (as St. Cuthbert is or all of them at the same time, issuing the same command to each one).
known for his mace and Thor for his hammer) make this spell’s effect You decide what action the creature will take and where it will move
during its next turn, or you can issue a general command, such as to
resemble that weapon. guard a particular chamber or corridor. If you issue no commands, the
At Higher Levels. When you cast this spell using a spell slot of 3rd creature only defends itself against hostile creatures. Once given an
level or higher, the damage increases by 1d8 for every two slot levels order, the creature continues to follow it until its task is complete.
above the 2nd. The creature is under your control for 24 hours, after which it stops
obeying any command you’ve given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature
again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, you animate or reassert control over two additional undead
creatures for each slot level above 3rd. Each of the creatures must come
from a different corpse or pile of bones.
Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Healing energy radiates from you in an aura with a 30-foot radius. A 10-foot-radius immobile dome of force springs into existence You touch a creature that has died within the last minute. That
Until the spell ends, the aura moves with you, centered on you. You around and above you and remains stationary for the duration. The creature returns to life with 1 hit point. This spell can’t return to life a
can use a bonus action to cause one creature in the aura (including spell ends if you leave its area. creature that has died of old age, nor can it restore any missing body
you) to regain 2d6 hit points. Nine creatures of Medium size or smaller can fit inside the dome parts.
with you. The spell fails if its area includes a larger creature or more
than nine creatures. Creatures and objects within the dome when
you cast this spell can move through it freely. All other creatures and
objects are barred from passing through it. Spells and other magical
effects can’t extend through the dome or be cast through it. The
atmosphere inside the space is comfortable and dry, regardless of the
weather outside.
Until the spell ends, you can command the interior to become
dimly lit or dark. The dome is opaque from the outside, of any color
you choose, but it is transparent from the inside.
Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Spirit Guardians Aura of Life Banishment
3rd-level conjuration 4th-level abjuration 4th-level abjuration
You call forth spirits to protect you. They flit around you to a distance Life-preserving energy radiates from you in an aura with a 30-foot You attempt to send one creature that you can see within range to
of 15 feet for the duration. If you are good or neutral, their spectral radius. Until the spell ends, the aura moves with you, centered on another place of existence. The target must succeed on a Charisma
form appears angelic or fey (your choice). If you are evil, they appear you. Each non-hostile creature in the aura (including you) has saving throw or be banished.
fiendish. resistance to necrotic damage, and its hit point maximum can’t be If the target is native to the plane of existence you’re on, you
When you cast this spell, you can designate any number of reduced. In addition, a non-hostile, living creature regains 1 hit point banish the target to a harmless demiplane. While there, the target is
creatures you can see to be unaffected by it. An affected creature’s when it starts its turn in the aura with 0 hit points. incapacitated. The target remains there until the spell ends, at which
speed is halved in the area, and when the creature enters the area point the target reappears in the space it left or in the nearest
for the first time on a turn or starts its turn there, it must make a unoccupied space if that space is occupied.
Wisdom saving throw. On a failed save, the creature takes 3d8 If the target is native to a different plane of existence that the one
radiant damage (if you are good or neutral) or 3d8 necrotic damage you’re on, the target is banished with a faint popping noise, returning
(if you are evil). On a successful save, the creature takes half as much to its home plane. If the spell ends before 1 minute has passed, the
damage. target reappears in the space it left or in the nearest unoccupied
At Higher Levels. When you cast this spell using a spell slot of 5th space if that space is occupied. Otherwise, the target doesn’t return.
level or higher, the damage increases by 1d8 for each slot level above At Higher Levels. When you cast this spell using a spell slot of 5th
3rd. level or higher, you can target one additional creature for each slot
level above 4th.
Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Your magic and an offering put you in contact with a god or a god’s You or a creature you touch becomes invisible until the spell ends. Divine energy radiates from you, distorting and diffusing magical
servants. You ask a single question concerning a specific goal, event, Anything the target is wearing or carrying is invisible as long as it is on energy within 30 feet of you. Until the spell ends, the sphere moves
or activity to occur within 7 days. The DM offers a truthful reply. The the target’s person. with you, centered on you. For the duration, each friendly creature in
reply might be a short phrase, a cryptic rhyme, or an omen. the area (including you) has advantage on saving throws against
The spell doesn’t take into account any possible circumstances that spells and other magical effects. Additionally, when an affected
might change the outcome, such as the casting of additional spells or creature succeeds on a saving throw made against a spell or magical
the loss or gain of a companion. effect that allows it to make a saving throw to take only half damage,
If you cast this spell two or more times before finishing your next it instead takes no damage if it succeeds on the saving throws.
long rest, there is a cumulative 25 percent chance for each casting
after the first that you get a random reading. The DM makes this roll
in secret.
Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Mislead
5th-level illusion
You become invisible at the same time that an illusory double of you
appears where you are standing. The double lasts for the duration,
but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice
your speed and make it gesture, speak, and behave in whatever way
you choose.
You can see through its eyes and hear through its ears as if you
were located where it is. On each of your turns as a bonus action, you
can switch from using its senses to using your own, or back again.
While you are using its senses, you are blinded and deafened in
regard to your own surroundings.
You have a +1 bonus to attack and damage rolls made with While holding this shield, you have a bonus to AC You have a bonus to AC while wearing this armor. The
this magic weapon. determined by the shield's rarity. This bonus is in addition bonus is determined by its rarity.
to the shield's normal bonus to AC.
2 lb. Dungeon Master’s Guide 6 lb. Dungeon Master’s Guide 65 lb. Dungeon Master’s Guide
Wand of Polymorph
Wands
This wand has 7 charges. While holding it, you can use an
action to expend 1 of its charges to cast the polymorph
spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20. On a
1, the wand crumbles into ashes and is destroyed.