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5E CharacterSheet Fillable-1

The document outlines the character details for a Cleric 3 with a background as a Redeemed Vampire Spawn. It includes information on abilities, skills, spells, and features, highlighting the character's unique traits such as vampiric abilities and spellcasting capabilities. Additionally, it provides insights into the character's personality, equipment, and backstory.

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paradoxicalpsyke
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0% found this document useful (0 votes)
5 views3 pages

5E CharacterSheet Fillable-1

The document outlines the character details for a Cleric 3 with a background as a Redeemed Vampire Spawn. It includes information on abilities, skills, spells, and features, highlighting the character's unique traits such as vampiric abilities and spellcasting capabilities. Additionally, it provides insights into the character's personality, equipment, and backstory.

Uploaded by

paradoxicalpsyke
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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Cleric 3 Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME

Redeemed Vampire Spawn Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +3 30ft
+3 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

16 PERSONALITY TRAITS

Hit Point Maximum 29


Strength
DEXTERITY
Dexterity

+1 Constitution
Intelligence
CURRENT HIT POINTS IDEALS

12 ● +6 Wisdom
● +1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2
Acrobatics (Dex) Total 3d8 SUCCESSES
15 Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

+1 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Circle of Mortality
Insight (Wis)
Longsword +5 1d10+3 At 1st level, you gain the ability to
12 ● +6
manipulate the line between life and
Intimidation (Cha) death. When you would normally roll
WISDOM Investigation (Int) one or more dice to restore hit points
● +6 Medicine (Wis)
with a spell to a creature at 0 hit points,
+4 Nature (Int)
you instead use the highest number
possible for each die.
● +6 Perception (Wis)
18 In addition, you learn the Spare the
Performance (Cha)
Dying cantrip, which doesn't count
Persuasion (Cha) against the number of cleric cantrips
CHARISMA
● +3 Religion (Int) you know. For you, it has a range of 30
-1 +4 Sleight of Hand (Dex)
feet, and you can cast it as a bonus
action.
Stealth (Dex)
9 Survival (Wis) Eyes of the Grave
At 1st level, you gain the ability to
SKILLS ATTACKS & SPELLCASTING occasionally sense the presence of the
undead, whose existence is an insult to
the natural cycle of life. As an action,
16 PASSIVE WISDOM (PERCEPTION)
Bandages, Leather you can open your awareness to
CP
armor, Coffin, magically detect undead. Until the end
of your next turn, you know the location
Long-Blade, of any undead within 60 feet of you that
Common, Celestial, Infernal, SP
Morticians tools, isn't behind total cover and that isn't
Elvish
EP herbalism kit protected from divination magic. This
sense doesn't tell you anything about a
Herbalism kit, Morticians tools creature's capabilities or identity.
GP 50
You can use this feature a number of
times equal to your Wisdom modifier
PP
(minimum of once). You regain all
expended uses when you finish a long
rest.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

Night swarm:
1 Action | Duration: 1 minute concentration NAME
| Range: Self | Conjuration | VSM | 2nd
level
You summon a swarm of bats that last for
the duration. While the spell is in effect
they swarm around you, which causes
melee and ranged weapon attacks to
subtract a d4 to hit you. You can use an
action to have the swarm attack everyone
in a 15-foot cone. They must make a
dexterity saving throw or take 3d4 + 3
piercing damage and you gain regain 1 hp
for each creature you damaged.
At higher levels: Each spell slot above 1st
increases the damage by 1d4 +1 for the
swarm. SYMBOL
The racial spells can use whatever
(mental) stat you want, same for the ability
score increases

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Channel Divinity: Path to the Grave


Darkvision. You can see in dim light within Starting at 2nd level, you can use your Channel Divinity to mark another creature's life force for
60 feet of you as if it were bright light and in termination.
darkness as if it were dim light. You discern
colors in that darkness as shades of gray. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of
your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the
Deathless Nature. You don't need to breathe. creature has vulnerability to all of that attack's damage, and then the curse ends.

. As an action you can polymorph into a bat, once per long rest.
Vampiric Bite. Your fanged bite is a natural
weapon, which counts as a simple melee You have resistance to poison damage, and are immune to the poisoned condition.
weapon with which you are proficient. You
add your Constitution modifier, instead of You can cast nightswarm for free without using a spellslot, once per short rest.
your Strength modifier, to the attack and
damage rolls when you attack with this bite. You can summoun your bat wings once per short or long rest and gain a flying speed of 60 feet.
It deals 1d4 piercing damage on a hit. While You also deal additional damage and heal additional health equal to your level for the next 5
you are missing half or more of your hit minutes. You can end this mode as a free action.
points, you have advantage on attack rolls
you make with this bite. Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level,
When you attack with this bite and hit a you can move up, down, and across vertical surfaces and upside down along ceilings, while
creature that isnt a Construct or an leaving your hands free.
Undead, you can empower yourself in one of
the following ways of your choice:
You regain hit points equal to the piercing ADDITIONAL FEATURES & TRAITS
damage dealt by the bite.
You gain a bonus to the next ability check or
attack roll you make; the bonus equals the
piercing damage dealt by the bite.
You can empower yourself with this bite a
number of times equal to your proficiency
bonus, and you regain all expended uses
when you finish a long rest.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric
Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light
Thaumaturgy
Guidance
Spare the dying (improved)
Sacred Flame

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Cure Wounds

Ceremony
4
Inflict Wounds

Sanctuary
SPELLS KNOWN

Protection from Good and Evil

2 2
Augury

Spirtual Weapon

Enhance Ability
5

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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