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Dustara 3

Dustara is a Level 4 Reborn Cleric of the Death Domain with a haunted background, possessing unique abilities and spells related to necromancy. She has a variety of skills and proficiencies, including spellcasting, with a focus on healing and damage-dealing spells. Her character is marked by a dark past that influences her interactions and abilities in the game.

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0% found this document useful (0 votes)
13 views9 pages

Dustara 3

Dustara is a Level 4 Reborn Cleric of the Death Domain with a haunted background, possessing unique abilities and spells related to necromancy. She has a variety of skills and proficiencies, including spellcasting, with a focus on healing and damage-dealing spells. Her character is marked by a dark past that influences her interactions and abilities in the game.

Uploaded by

neko
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 Reborn Cleric, Death Domain 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Dustara
Haunted One Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Spellcasting. You can cast cleric spells as rituals. You


STRENGTH Scale Mail 15 can prepare 8 spells from the cleric spell list. You
can use a holy symbol as your spellcasting focus.
PROFICIENCY BONUS +2
16
SHIELD
AC
Channel Divinity (1/Short Rest).
N
CIE C

+3 Strength Turn Undead (Action—Channel Divinity). Each


Y
PROFI

+3 undead that can see or hear you within 30 feet of


+1 Dexterity
you must make a Wisdom saving throw. If the
+2 Constitution ARMOR CLASS creature fails its saving throw, it is turned for 1
DEXTERITY
-1 Intelligence
minute or until it takes any damage.A turned
MAXIMUM HIT DICE TEMPORARY creature must spend its turns trying to move as far
12 ✘


+6 Wisdom

+1 Charisma
29 4d8 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
CONDITIONAL
reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents
+1 it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
CURRENT HIT POINTS
CONSTITUTION DEATH SAVING THROWS
Reaper. When you cast a necromancy cantrip that
SAVING THROWS
targets one creature, you can target two creatures
14 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
within range and within 5ft of each other instead.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Touch of Death (Channel Divinity). Use channel


+4 Animal Handling (Wis)
divinity when you hit a creature with a melee attack
+2 ✘ +1 Arcana (Int) to deal 13 extra necrotic damage.
✘ +5 Athletics (Str) Resistances. Poison
INTELLIGENCE -1 Deception (Cha)

8 ✘
-1 History (Int)
+6 Insight (Wis)
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int)
+4 Medicine (Wis) Creature Type. Humanoid.
WISDOM -1 Nature (Int) Deathless Nature. You have escaped death, a fact

18 ✘ +6 Perception (Wis) represented by the following benefits:


• You have advantage on saving throws against
-1 Performance (Cha) disease and being poisoned.
-1 Persuasion (Cha)
• You have advantage on death saving throws.
+4 ✘ +1 Religion (Int)
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep, and magic can’t put you
to sleep. You can finish a long rest in 4 hours if you
+1 Sleight of Hand (Dex)
spend those hours in an inactive, motionless state,
CHARISMA +1 Stealth (Dex) during which you retain consciousness.

8 ✘ +6 Survival (Wis)
SKILLS
Knowledge from a Past Life (2/Long Rest). You
temporarily remember glimpses of the past,
perhaps faded memories from ages ago or a
previous life. When you make an ability check that
-1 16 PASSIVE PERCEPTION
uses a skill, you can roll a d6 immediately after
seeing the number on the d20 and add the number
on the d6 to the check.
ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Glaive of Death 5 ft +5 vs AC 1d10+3 slashing
This weapon is given by Death: + You can see who cheat death while holding this weapon + It's a doll + with FA(or RA on combat) you can turn it between doll/glaive --- Unlocked 1: - Can transform into any weapon by devour the or
FEATURES & TRAITS
Chilling Touch 120 +6 1d8 necrotic
- can't heal for 1 turn - undead target has disadvange against user

Pistol 30/90 +1 vs AC 1d10+1 piercing Armor Proficiencies. Light Armor, Medium Armor,
Ammunition, Loading
Shield

Weapon Proficiencies. Simple Weapons, Martial


Weapons

Tool Proficiencies. –

Languages. Common, Abyssal, Infernal, Sylvan

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female
GENDER AGE HEIGHT WEIGHT
Dustara
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to
no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you
as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The
burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to
overcome it before it destroys you.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Heart of Darkness
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.

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 Erdtree Seal (Holy Symbol, Rare). Wisdom: >16 : +1
Backpack 1 5 [Amulet of the Devout, +1] 1 1 spell/DC
Blanket 1 3 >19:+2 spell/DC
Candle 5 — >21: +3 spell/DC
Tinderbox 2 2
Rations (1 day) 2 4 Amulet of the Devout, +1. This amulet bears the symbol
Waterskin 1 5 of a deity inlaid with precious stones or metals. While
Chest 1 25 you wear the holy symbol, you gain a +1 bonus to spell
Crowbar 1 5 attack rolls and the saving throw DCs of your spells.
Hammer 1 3 While you wear this amulet, you can use your Channel
Wooden Stake 3 — Divinity feature without expending one of the feature’s
Holy Water (flask) 1 1 uses. Once this property is used, it can’t be used again
Manacles 1 6 until the next dawn.
Mirror, Steel 1 .5
Oil (flask) 1 1
Torch 3 3
[Scale Mail] 1 45
[Glaive of Death] 1 6
Erdtree Seal (Holy Symbol, Rare) 1 —
Pistol 1 3

ATTUNED MAGIC ITEMS 1 / 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

118.5 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 +7 15 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Death Domain

CANTRIPS Chill Touch Guidance


Light Word of Radiance

1ST LEVEL 4 SPELL SLOTS ● Bless ● Cure Wounds


● False Life (Always Prepared) ● Purify Food and Drink ● Ray of Sickness (Always Prepared)
● Sanctuary Bane Ceremony
Command Create or Destroy Water Detect Evil and Good
Detect Magic Detect Poison and Disease Guiding Bolt
Healing Word Inflict Wounds Protection from Evil and Good
Shield of Faith

2ND LEVEL 3 SPELL SLOTS ● Blindness/Deafness (Always Prepared) ● Hold Person


● Ray of Enfeeblement (Always Prepared) ● Spiritual Weapon Aid
Augury Borrowed Knowledge Calm Emotions
Continual Flame Enhance Ability Find Traps
Gentle Repose Lesser Restoration Locate Object
Prayer of Healing Protection from Poison Silence
Warding Bond Zone of Truth
Chill Touch Guidance Light
Necromancy Cantrip Divination Cantrip Evocation Cantrip

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


RANGE 120 feet RANGE Touch RANGE Touch
DURATION 1 round DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, M (a firefly or phosphorescent moss)

You create a ghostly, skeletal hand in the space of a creature within You touch one willing creature. Once before the spell ends, the target You touch one object that is no larger than 10 feet in any dimension.
range. Make a ranged spell attack against the creature to assail it can roll a d4 and add the number rolled to one ability check of its Until the spell ends, the object sheds bright light in a 20-foot radius
with the chill of the grave. On a hit, the target takes 1d8 necrotic choice. It can roll the die before or after making the ability check. The and dim light for an additional 20 feet. The light can be colored as
damage, and it can’t regain hit points until the start of your next turn. spell then ends. you like. Completely covering the object with something opaque
Until then, the hand clings to the target. blocks the light. The spell ends if you cast it again or dismiss it as an
If you hit an undead target, it also has disadvantage on attack rolls action.
against you until the end of your next turn. If you target an object held or worn by a hostile creature, that
This spell’s damage increases by 1d8 when you reach 5th level creature must succeed on a Dexterity saving throw to avoid the spell.
(2d8), 11th level (3d8), and 17th level (4d8).

Reaper (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook

Word of Radiance Bless Cure Wounds


Evocation Cantrip 1st-level enchantment 1st-level evocation

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


RANGE 5 feet RANGE 30 feet RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, M (a holy symbol) COMPONENTS V, S, M (a sprinkling of holy water) COMPONENTS V, S

You utter a divine word, and burning radiance erupts from you. Each You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 +
creature of your choice that you can see within range must succeed Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead
on a Constitution saving throw or take 1d6 radiant damage. spell ends, the target can roll a d4 and add the number rolled to the or constructs.
The spell’s damage increases by 1d6 when you reach 5th level attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d6), 11th level (3d6), and 17th level (4d6). 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
level or higher, you can target one additional creature for each slot 1st.
level above 1st.

Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

False Life Purify Food and Drink Ray of Sickness


1st-level necromancy 1st-level transmutation (ritual) 1st-level necromancy

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


RANGE Self RANGE 10 feet RANGE 60 feet
DURATION 1 hour DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S, M (a small amount of alcohol or distilled spirits) COMPONENTS V, S COMPONENTS V, S

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 All nonmagical food and drink within a 5-foot-radius sphere centered A ray of sickening greenish energy lashes out toward a creature
+ 4 temporary hit points for the duration. on a point of your choice within range is purified and rendered free within range. Make a ranged spell attack against the target. On a hit,
At Higher Levels. When you cast this spell using a spell slot of 2nd of poison and disease. the target takes 2d8 poison damage and must make a Constitution
level or higher, you gain 5 additional temporary hit points for each saving throw. On a failed save, it is also poisoned until the end of
slot level above 1st. your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d8 for each slot level above
1st.

Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Sanctuary Blindness/Deafness Hold Person
1st-level abjuration 2nd-level necromancy 2nd-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 30 feet RANGE 30 feet RANGE 60 feet
DURATION 1 minute DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V COMPONENTS V, S, M (a small, straight piece of iron)

You ward a creature within range against attack. Until the spell ends, You can blind or deafen a foe. Choose one creature that you can see 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 to make a Constitution saving throw. If it fails, the target succeed on a Wisdom saving throw or be paralyzed for the duration.
harmful spell must first make a Wisdom saving throw. On a failed is either blinded or deafened (your choice) for the duration. At the 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 end of each of its turns, the target can make a Constitution saving saving throw. On a success, the spell ends on the target.
spell. This spell doesn’t protect the warded creature from area throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd
effects, such as the explosion of a fireball. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot
If the warded creature makes an attack, casts a spell that affects an or higher, you can target one additional creature for each slot level level above 2nd. The humanoids must be within 30 feet of each other
enemy, or deals damage to another creature, this spell ends. above 2nd. when you target them.

Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Ray of Enfeeblement Spiritual Weapon


2nd-level necromancy 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 bonus action


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

A black beam of enervating energy springs from your finger toward a You create a floating, spectral weapon within range that lasts for the
creature within range. Make a ranged spell attack against the target. duration or until you cast this spell again. When you cast the spell,
On a hit, the target deals only half damage with weapon attacks that you can make a melee spell attack against a creature within 5 feet of
use Strength until the spell ends. the weapon. On a hit, the target takes force damage equal to 1d8 +
At the end of each of the target’s turns, it can make a Constitution your spellcasting ability modifier.
saving throw against the spell. On a success, the spell ends. 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.

Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook


Backpack Blanket Candle
Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically For 1 hour, a candle sheds bright light in a 5-foot radius and
with straps to secure it. A backpack can hold 1 cubic foot/ dim light for an additional 5 feet.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 3 lb. Player’s Handbook — Player’s Handbook

Tinderbox Rations (1 day) Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder Rations consist of dry foods suitable for extended travel,
(usually dry cloth soaked in light oil) used to kindle a fire. including jerky, dried fruit, hardtack, and nuts.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook

Chest Crowbar Hammer


Adventuring Gear Adventuring Gear Adventuring Gear

Using a crowbar grants advantage to Strength checks


where the crowbar’s leverage can be applied.

25 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook


Wooden Stake Holy Water (flask) Manacles
Adventuring Gear Adventuring Gear Adventuring Gear

As an action, you can splash the contents of this flask onto These metal restraints can bind a Small or Medium
a creature within 5 feet of you or throw it up to 20 feet, creature. Escaping the manacles requires a successful DC
shattering it on impact. In either case, make a ranged 20 Dexterity check. Breaking them requires a successful DC
attack against a target creature, treating the holy water as 20 Strength check. Each set of manacles comes with one
an improvised weapon. If the target is a fiend or undead, it key. Without the key, a creature proficient with thieves’
takes 2d6 radiant damage. A cleric or paladin may create tools can pick the manacles’ lock with a successful DC 15
holy water by performing a special ritual. The ritual takes 1 Dexterity check. Manacles have 15 hit points.
hour to perform, uses 25 gp worth of powdered silver, and
requires the caster to expend a 1st-level spell slot.

0 lbs. Curse of Strahd 1 lb. Player’s Handbook 6 lb. Player’s Handbook

Mirror, Steel Oil (flask) Torch


Adventuring Gear Adventuring Gear Adventuring Gear

Oil usually comes in a clay flask that holds 1 pint. As an A torch burns for 1 hour, providing bright light in a 20-foot
action, you can splash the oil in this flask onto a creature radius and dim light for an additional 20 feet. If you make a
within 5 feet of you or throw it up to 20 feet, shattering it melee attack with a burning torch and hit, it deals 1 fire
on impact. Make a ranged attack against a target creature damage.
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

½ lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Scale Mail Glaive of Death Erdtree Seal (Holy Symbol, Rare)


Armor Weapons Spellcasting Focus

This armor consists of a coat and leggings (and perhaps a A holy symbol is a representation of a god or pantheon. It
separate skirt) of leather covered with overlapping pieces might be an amulet depicting a symbol representing a
of metal, much like the scales of a fish. The suit includes deity, the same symbol carefully engraved or inlaid as an
gauntlets. emblem on a shield, or a tiny box holding a fragment of a
sacred relic. Appendix PH-B "Fantasy-Historical
Pantheons"lists the symbols commonly associated with
many gods in the multiverse. A cleric or paladin can use a
holy symbol as a spellcasting focus. To use the symbol in
this way, the caster must hold it in hand, wear it visibly, or
bear it on a shield.

45 lb. Player’s Handbook 6 lb. Player’s Handbook — Player’s Handbook


Amulet of the Devout, +1 Pistol
Wondrous Items Weapons

This amulet bears the symbol of a deity inlaid with precious


stones or metals. While you wear the holy symbol, you gain
a +1 bonus to spell attack rolls and the saving throw DCs of
your spells.
While you wear this amulet, you can use your Channel
Divinity feature without expending one of the feature’s
uses. Once this property is used, it can’t be used again until
the next dawn.

1 lb. Tasha’s Cauldron of Everything 3 lb. Dungeon Master’s Guide

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