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Dragonborn Cleric

The document details a character sheet for a Dragonborn Cleric of the Life Domain, including attributes, skills, spells, and equipment. The character has a lawful good alignment and various abilities, including healing spells and damage resistances. It also outlines the character's spellcasting capabilities and features, such as Channel Divinity and Disciple of Life.

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0% found this document useful (0 votes)
36 views13 pages

Dragonborn Cleric

The document details a character sheet for a Dragonborn Cleric of the Life Domain, including attributes, skills, spells, and equipment. The character has a lawful good alignment and various abilities, including healing spells and damage resistances. It also outlines the character's spellcasting capabilities and features, such as Channel Divinity and Disciple of Life.

Uploaded by

alicelughconnors
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 [Life Background 1

CLASS & LEVEL BACKGROUND PLAYER NAME


Domain] (3)
Dragonborn Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
17 +1 30
+4 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

18 PERSONALITY TRAITS

Hit Point Maximum 22


+4 Strength
DEXTERITY
+1 Dexterity

+1 +2 Constitution
+1 Intelligence CURRENT HIT POINTS IDEALS

12 +4 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 +1 Acrobatics (Dex) SUCCESSES


14 +2 Animal Handling (Wis)
3x(1d8+2)
FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +6 Athletics (Str)

+1 0 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Alms Box
Crossbow, light +3 1d8+1 piercing Amulet
12 +4 Insight (Wis)
Backpack
0 Intimidation (Cha) Warhammer +4 1d8+4 bludgeoning Blanket
WISDOM +1 Investigation (Int) Candle x10
Censer
+2 Medicine (Wis)
+2 +1 Nature (Int) Number of Attacks: 1
Crossbow bolt x20
Incense x2
Rations (1 day) x2
+2 Perception (Wis) - Breath Weapon. Poison, 15 ft. cone, 2d6
15 poison damage, DC12 con save. Scale mail
0 Performance (Cha) Shield
Tinderbox
0 Persuasion (Cha)
CHARISMA Vestements
+3 Religion (Int) Waterskin
0 +1 Sleight of Hand (Dex)
+1 Stealth (Dex)
11 +2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

12 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Forgery Kit

Weapon Proficiencies: Simple


EP

Armor Proficiencies: Heavy; Light; Medium;


Shields GP

Language Proficiencies: Common; Draconic


PP

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Light
Mending
Spare the Dying

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Bane

Bless (Domain)
4
Command

Create or Destroy Water


SPELLS KNOWN

Cure Wounds (Domain)

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Guiding Bolt

Healing Word
8
Inflict Wounds

Protection from Evil and Good

2 2
Aid

Augury

Blindness/Deafness
5
Calm Emotions

Continual Flame
9
Enhance Ability

Find Traps

Gentle Repose

Hold Person

Lesser Restoration (Domain)

Locate Object

Prayer of Healing

Protection from Poison

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Purify Food and Drink

Sanctuary
4
Shield of Faith
SPELLS KNOWN

2 2
Silence

Spiritual Weapon (Domain)

Warding Bond
5
Zone of Truth

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

Damage Resistances: poison

---------------Actions--------------
Channel Divinity: Preserve Life. Distribute 15 HPs healing among any creatures within 30 ft., each can be restored to at most 1/2 their HP max.

Channel Divinity: Turn Undead. Undead within 30 feet must make a DC 12 Wisdom save or be turned for 1 min. or until damaged.

-----------Other Traits------------
Channel Divinity. Channel divine power using Turn Undead or one of your domain Channel Divinity options. (use once/rest).

Disciple of Life. 1st level or greater healing spells increase healing by 2 + spell's level HPs.
Page 1

Light Mending Spare the Dying


Cleric Cantrip Evocation DC 12 Spell Mod +4 Cleric Cantrip Transmutation DC 12 Spell Mod +4 Cleric Cantrip Necromancy DC 12 Spell Mod +4
1 Act. Touch V,M 1 hr 1 min Touch V,S,M Inst 1 Act. Touch V,S Inst
A firefly or phosphorescent moss Two lodestones

You touch one object that is no larger than 10 This spell repairs a single break or tear in an You touch a living creature that has 0 hit
feet in any dimension. Until the spell ends, the object you touch, such as a broken chain link, points. The creature becomes stable. This spell
object sheds bright light in a 20-foot radius two halves of a broken key, a torn cloak, or a has no effect on undead or constructs.
and dim light for an additional 20 feet. The leaking wineskin. As long as the break or tear
light can be colored as you like. Completely is no larger than 1 foot in any dimension, you
covering the object with something opaque mend it, leaving no trace of the former
blocks the light. The spell ends if you cast it damage. This spell can physically repair a
again or dismiss it as an action. If you target magic item or construct, but the spell can't
an object held or worn by a hostile creature, restore magic to such an object.
that creature must succeed on a Dexterity
saving throw to avoid the spell.

Bane Bless Command


Cleric Level 1 Enchantment DC 12 Spell Mod +4 Cleric Level 1 Enchantment DC 12 Spell Mod +4 Cleric Level 1 Enchantment DC 12 Spell Mod +4
1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 30 ft V,S,M Conc, 1 min 1 Act. 60 ft V 1 Rnd
A drop of blood A sprinkling of holy water

Up to three creatures of your choice that you You bless up to three creatures of your choice You speak a one-word command to a creature
can see within range must make Charisma within range. Whenever a target makes an you can see within range. The target must
saving throws. Whenever a target that fails attack roll or a saving throw before the spell succeed on a Wisdom saving throw or follow
this saving throw makes an attack roll or a ends, the target can roll a d4 and add the the command on its next turn. The spell has no
saving throw before the spell ends, the target number rolled to the attack roll or saving effect if the target is undead, if it doesn't
must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this understand your language, or if your
from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher, command is directly harmful to it. Some
Levels. When you cast this spell using a spell you can target one additional creature for each typical commands and their effects follow.
slot of 2nd level or higher, you can target one slot level above 1st. You might issue a command other than one
additional creature for each slot level above described here. If you do so, the GM
1st. determines how the target behaves. If the
target can't follow your command, the spell
ends. Approach. The target moves toward you
by the shortest and most direct route, ending
its turn if it moves within 5 feet of you. Drop.
The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone

Create or Destroy Water Cure Wounds Detect Evil and Good


Cleric Level 1 Transmutation DC 12 Spell Mod +4 Cleric Level 1 Evocation DC 12 Spell Mod +4 Cleric Level 1 Divination DC 12 Spell Mod +4
1 Act. 30 ft V,S,M Inst 1 Act. Touch V,S Inst 1 Act. Self V,S Conc, 10 mins
A drop of water if creating water or a few grains of
sand if destroying it

You either create or destroy water. Create A creature you touch regains a number of hit For the duration, you know if there is an
Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability aberration, celestial, elemental, fey, fiend, or
water within range in an open container. modifier. This spell has no effect on undead or undead within 30 feet of you, as well as where
Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast the creature is located. Similarly, you know if
30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or there is a place or object within 30 feet of you
exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each that has been magically consecrated or
You destroy up to 10 gallons of water in an slot level above 1st. desecrated. The spell can penetrate most
open container within range. Alternatively, barriers, but it is blocked by 1 foot of stone, 1
you destroy fog in a 30-foot cube within range. inch of common metal, a thin sheet of lead, or
At Higher Levels. When you cast this spell 3 feet of wood or dirt.
using a spell slot of 2nd level or higher, you
create or destroy 10 additional gallons of
water, or the size of the cube increases by 5
feet, for each slot level above 1st.
Page 1 (reverse)

Command (reverse)
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.
Page 2

Detect Magic (ritual) Detect Poison and Disease (ritual) Guiding Bolt
Cleric Level 1 Divination DC 12 Spell Mod +4 Cleric Level 1 Divination DC 12 Spell Mod +4 Cleric Level 1 Evocation DC 12 Spell Mod +4
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins 1 Act. 120 ft V,S 1 Rnd
A yew leaf

For the duration, you sense the presence of For the duration, you can sense the presence A flash of light streaks toward a creature of
magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures, your choice within range. Make a ranged spell
in this way, you can use your action to see a and diseases within 30 feet of you. You also attack against the target. On a hit, the target
faint aura around any visible creature or identify the kind of poison, poisonous takes 4d6 radiant damage, and the next attack
object in the area that bears magic, and you creature, or disease in each case. The spell can roll made against this target before the end of
learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 your next turn has advantage, thanks to the
penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin mystical dim light glittering on the target until
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. then. At Higher Levels. When you cast this
sheet of lead, or 3 feet of wood or dirt. spell using a spell slot of 2nd level or higher,
the damage increases by 1d6 for each slot level
above 1st.

Healing Word Inflict Wounds Protection from Evil and Good


Cleric Level 1 Evocation DC 12 Spell Mod +4 Cleric Level 1 Necromancy DC 12 Spell Mod +4 Cleric Level 1 Abjuration DC 12 Spell Mod +4
1 B.A. 60 ft V Inst 1 Act. Touch V,S Inst 1 Act. Touch V,S,M Conc, 10 mins
Holy water or powdered silver and iron, which the
spell consumes

A creature of your choice that you can see Make a melee spell attack against a creature Until the spell ends, one willing creature you
within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10 touch is protected against certain types of
your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you creatures: aberrations, celestials, elementals,
has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or fey, fiends, and undead. The protection grants
Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each several benefits. Creatures of those types have
spell slot of 2nd level or higher, the healing slot level above 1st. disadvantage on attack rolls against the target.
increases by 1d4 for each slot level above 1st. The target also can't be charmed, frightened,
or possessed by them. If the target is already
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.

Purify Food and Drink (ritual) Sanctuary Shield of Faith


Cleric Level 1 Transmutation DC 12 Spell Mod +4 Cleric Level 1 Abjuration DC 12 Spell Mod +4 Cleric Level 1 Abjuration DC 12 Spell Mod +4
1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min 1 B.A. 60 ft V,S,M Conc, 10 mins
A small silver mirror A small parchment with a bit of holy text written on
it

All nonmagical food and drink within a You ward a creature within range against A shimmering field appears and surrounds a
5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who creature of your choice within range, granting
your choice within range is purified and targets the warded creature with an attack or a it a +2 bonus to AC for the duration.
rendered free of poison and disease. harmful spell must first make a Wisdom
saving throw. On a failed save, the creature
must choose a new target or lose the attack or
spell. This spell doesn't protect the warded
creature from area effects, such as the
explosion of a fireball. If the warded creature
makes an attack or casts a spell that affects an
enemy creature, this spell ends.
Page 2 (reverse)
Page 3

Aid Augury (ritual) Blindness/Deafness


Cleric Level 2 Abjuration DC 12 Spell Mod +4 Cleric Level 2 Divination DC 12 Spell Mod +4 Cleric Level 2 Necromancy DC 12 Spell Mod +4
1 Act. 30 ft V,S,M 8 hrs 1 min Self V,S,M Inst 1 Act. 30 ft V 1 min
A tiny strip of white cloth Specially marked sticks, bones, or similar tokens
worth at least 25 gp

Your spell bolsters your allies with toughness By casting gem-inlaid sticks, rolling dragon You can blind or deafen a foe. Choose one
and resolve. Choose up to three creatures bones, laying out ornate cards, or employing creature that you can see within range to make
within range. Each target's hit point some other divining tool, you receive an omen a Constitution saving throw. If it fails, the
maximum and current hit points increase by 5 from an otherworldly entity about the results target is either blinded or deafened (your
for the duration. At Higher Levels. When you of a specific course of action that you plan to choice) for the duration. At the end of each of
cast this spell using a spell slot of 3rd level or take within the next 30 minutes. The GM its turns, the target can make a Constitution
higher, a target's hit points increase by an chooses from the following possible omens: • saving throw. On a success, the spell ends. At
additional 5 for each slot level above 2nd. Weal, for good results • Woe, for bad results • Higher Levels. When you cast this spell using a
Weal and woe, for both good and bad results • spell slot of 3rd level or higher, you can target
Nothing, for results that aren't especially good one additional creature for each slot level
or bad The spell doesn't take into account any above 2nd.
possible circumstances that might change the
outcome, such as the casting of additional
spells or the loss or gain of a companion. If you
cast the spell two or more times before
completing your next long rest, there is a
cumulative 25 percent chance for each casting
after the first that you get a random reading.
The GM makes this roll in secret.

Calm Emotions Continual Flame Enhance Ability


Cleric Level 2 Enchantment DC 12 Spell Mod +4 Cleric Level 2 Evocation DC 12 Spell Mod +4 Cleric Level 2 Transmutation DC 12 Spell Mod +4
1 Act. 60 ft V,S Conc, 1 min 1 Act. Touch V,S,M Until dispelled 1 Act. Touch V,S,M Conc, 1 hr.
Ruby dust worth 50 gp, which the spell consumes Fur or a feather from a beast

You attempt to suppress strong emotions in a A flame, equivalent in brightness to a torch, You touch a creature and bestow upon it a
group of people. Each humanoid in a springs forth from an object that you touch. magical enhancement. Choose one of the
20-foot-radius sphere centered on a point you The effect looks like a regular flame, but it following effects; the target gains that effect
choose within range must make a Charisma creates no heat and doesn't use oxygen. A until the spell ends. Bear's Endurance. The
saving throw; a creature can choose to fail this continual flame can be covered or hidden but target has advantage on Constitution checks.
saving throw if it wishes. If a creature fails its not smothered or quenched. It also gains 2d6 temporary hit points, which
saving throw, choose one of the following two are lost when the spell ends. Bull's Strength.
effects. You can suppress any effect causing a The target has advantage on Strength checks,
target to be charmed or frightened. When this and his or her carrying capacity doubles. Cat's
spell ends, any suppressed effect resumes, Grace. The target has advantage on Dexterity
provided that its duration has not expired in checks. It also doesn't take damage from
the meantime. Alternatively, you can make a falling 20 feet or less if it isn't incapacitated.
target indifferent about creatures of your Eagle's Splendor. The target has advantage on
choice that it is hostile toward. This Charisma checks. Fox's Cunning. The target
indifference ends if the target is attacked or has advantage on Intelligence checks. Owl's
harmed by a spell or if it witnesses any of its Wisdom. The target has advantage on Wisdom
friends being harmed. When the spell ends, checks. At Higher Levels. When you cast this
the creature becomes hostile again, unless the spell using a spell slot of 3rd level or higher,
GM rules otherwise. you can target one additional creature for each

Find Traps Gentle Repose (ritual) Hold Person


Cleric Level 2 Divination DC 12 Spell Mod +4 Cleric Level 2 Necromancy DC 12 Spell Mod +4 Cleric Level 2 Enchantment DC 12 Spell Mod +4
1 Act. 120 ft V,S Inst 1 Act. Touch V,S,M 10 days 1 Act. 60 ft V,S,M Conc, 1 min
A pinch of salt and one copper piece placed on each of A small, straight piece of iron
the corpse's eyes, which must remain there for the
duration

You sense the presence of any trap within You touch a corpse or other remains. For the Choose a humanoid that you can see within
range that is within line of sight. A trap, for duration, the target is protected from decay range. The target must succeed on a Wisdom
the purpose of this spell, includes anything and can't become undead. The spell also saving throw or be paralyzed for the duration.
that would inflict a sudden or unexpected effectively extends the time limit on raising At the end of each of its turns, the target can
effect you consider harmful or undesirable, the target from the dead, since days spent make another Wisdom saving throw. On a
which was specifically intended as such by its under the influence of this spell don't count success, the spell ends on the target. At Higher
creator. Thus, the spell would sense an area against the time limit of spells such as raise Levels. When you cast this spell using a spell
affected by the alarm spell, a glyph of dead. slot of 3rd level or higher, you can target one
warding, or a mechanical pit trap, but it would additional humanoid for each slot level above
not reveal a natural weakness in the floor, an 2nd. The humanoids must be within 30 feet of
unstable ceiling, or a hidden sinkhole. This each other when you target them.
spell merely reveals that a trap is present. You
don't learn the location of each trap, but you
do learn the general nature of the danger
posed by a trap you sense.
Page 3 (reverse)

Enhance Ability (reverse)


slot level above 2nd.
Page 4

Lesser Restoration Locate Object Prayer of Healing


Cleric Level 2 Abjuration DC 12 Spell Mod +4 Cleric Level 2 Divination DC 12 Spell Mod +4 Cleric Level 2 Evocation DC 12 Spell Mod +4
1 Act. Touch V,S Inst 1 Act. Self V,S,M Conc, 10 mins 10 mins 30 ft V Inst
A forked twig

You touch a creature and can end either one Describe or name an object that is familiar to Up to six creatures of your choice that you can
disease or one condition afflicting it. The you. You sense the direction to the object's see within range each regain hit points equal
condition can be blinded, deafened, paralyzed, location, as long as that object is within 1,000 to 2d8 + your spellcasting ability modifier.
or poisoned. feet of you. If the object is in motion, you know This spell has no effect on undead or
the direction of its movement. The spell can constructs. At Higher Levels. When you cast
locate a specific object known to you, as long this spell using a spell slot of 3rd level or
as you have seen it up close—within 30 higher, the healing increases by 1d8 for each
feet—at least once. Alternatively, the spell can slot level above 2nd.
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon. This spell can't
locate an object if any thickness of lead, even a
thin sheet, blocks a direct path between you
and the object.

Protection from Poison Silence (ritual) Spiritual Weapon


Cleric Level 2 Abjuration DC 12 Spell Mod +4 Cleric Level 2 Illusion DC 12 Spell Mod +4 Cleric Level 2 Evocation DC 12 Spell Mod +4
1 Act. Touch V,S 1 hr 1 Act. 120 ft V,S Conc, 10 mins 1 B.A. 60 ft V,S 1 min

You touch a creature. If it is poisoned, you For the duration, no sound can be created You create a floating, spectral weapon within
neutralize the poison. If more than one poison within or pass through a 20-foot-radius range that lasts for the duration or until you
afflicts the target, you neutralize one poison sphere centered on a point you choose within cast this spell again. When you cast the spell,
that you know is present, or you neutralize range. Any creature or object entirely inside you can make a melee spell attack against a
one at random. For the duration, the target the sphere is immune to thunder damage, and creature within 5 feet of the weapon. On a hit,
has advantage on saving throws against being creatures are deafened while entirely inside it. the target takes force damage equal to 1d8 +
poisoned, and it has resistance to poison Casting a spell that includes a verbal your spellcasting ability modifier. As a bonus
damage. component is impossible there. 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 2nd.

Warding Bond Zone of Truth


Cleric Level 2 Abjuration DC 12 Spell Mod +4 Cleric Level 2 Enchantment DC 12 Spell Mod +4
1 Act. Touch V,S,M 1 hr 1 Act. 60 ft V,S 10 mins
A pair of platinum rings worth at least 50 gp each,
which you and the target must wear for the duration

This spell wards a willing creature you touch You create a magical zone that guards against
and creates a mystic connection between you deception in a 15-foot-radius sphere centered
and the target until the spell ends. While the on a point of your choice within range. Until
target is within 60 feet of you, it gains a +1 the spell ends, a creature that enters the spell's
bonus to AC and saving throws, and it has area for the first time on a turn or starts its
resistance to all damage. Also, each time it turn there must make a Charisma saving
takes damage, you take the same amount of throw. On a failed save, a creature can't speak
damage. The spell ends if you drop to 0 hit a deliberate lie while in the radius. You know
points or if you and the target become whether each creature succeeds or fails on its
separated by more than 60 feet. It also ends if saving throw. An affected creature is aware of
the spell is cast again on either of the the spell and can thus avoid answering
connected creatures. You can also dismiss the questions to which it would normally respond
spell as an action. with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.
Page 4 (reverse)

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