Shadar-Kai Grave Cleric Character Sheet
Shadar-Kai Grave Cleric Character Sheet
STEALTH DISADVANTAGE
SAVING THROWS can prepare 10 spells from the cleric spell list. You can
use a holy symbol as your spellcasting focus.
14 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
EXPE
✘
+3 History (Int)
+8 Insight (Wis)
and it can’t willingly move to a space within 30 feet of
you. It also can’t take reactions. For its action, it can
use only the Dash action or try to escape from an
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS effect that prevents it from moving. If there’s
+0 +0 Investigation (Int) nowhere to move, the creature can use the Dodge
action.
+5 Medicine (Wis) Blessing of the Raven Queen (Bonus
WISDOM
Action—3/Long Rest). You can magically teleport Destroy Undead. When an undead of CR 1/2 or lower
+0 Nature (Int) up to 30 feet to an unoccupied space you can see. fails its saving throw against your Turn Undead
20 ✘ +8 Perception (Wis) When you teleport using this trait, you gain feature, the creature is instantly destroyed.
resistance to all damage until the start of your
+0 Performance (Cha) next turn. Circle of Mortality. When rolling dice to restore HP
✘ +3 Persuasion (Cha) with a spell to a creature at 0HP, you use the highest
+5 ✘ +3 Religion (Int)
Fey Ancestry. You have advantage on saving number possible for each die. Your spare the dying
throws you make to avoid or end the charmed cantrip, has a range of 30ft and you can cast it as a
+2 Sleight of Hand (Dex) condition on yourself. bonus action.
CHARISMA +2 Stealth (Dex) Trance. You don't need to sleep, and magic can't Eyes of the Grave (Action—5/Long Rest). Until your
10 +5 Survival (Wis) put you to sleep. You can finish a long rest in 4 next turn, you know the location of any undead
SKILLS hours if you spend those hours in a trancelike within 60 feet of you that isn’t behind total cover and
meditation, during which you retain that isn’t protected from divination magic.
consciousness.
+0 18 PASSIVE PERCEPTION Whenever you finish this trance, you can gain Path to the Grave (Action—Channel Divinity).
two proficiencies that you don't have, each one Choose one creature you can see within 30ft, and
with a weapon or a tool of your choice selected curse it until the end of your next turn. The next time
ADVANTAGE from the Player's Handbook. You retain them until you or an ally of yours hits the cursed creature with
you finish your next long rest. an attack, the creature has vulnerability to all of that
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
attack's damage, and then the curse ends.
Tool Proficiencies. –
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct
worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same
thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred
rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were
the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish
PERSONALITY TRAITS
master that you now deny.
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 Amulet. A holy symbol is a representation of a god or
Backpack 1 5 Staff of Withering 1 4 pantheon. It might be an amulet depicting a symbol
Crowbar 1 5 representing a deity, the same symbol carefully
Hammer 1 3 engraved or inlaid as an emblem on a shield, or a tiny
Piton 10 2.5 box holding a fragment of a sacred relic. Appendix PH-B
Torch 10 10 "Fantasy-Historical Pantheons"lists the symbols
Tinderbox 1 1 commonly associated with many gods in the multiverse.
Rations (1 day) 10 20 A cleric or paladin can use a holy symbol as a spellcasting
Waterskin 1 5 focus. To use the symbol in this way, the caster must
Rope, Hempen (50 feet) 1 10 hold it in hand, wear it visibly, or bear it on a shield.
[Shield] 1 6
[Amulet] 1 1
Mace 1 4
[Half Plate] 1 40
0 0 0 0 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 +8 16 10
2ND LEVEL 3 SPELL SLOTS ● Gentle Repose (Always Prepared) ● Hold Person
● Locate Object ● Prayer of Healing ● Ray of Enfeeblement (Always Prepared)
● Spiritual Weapon Aid Augury
Blindness/Deafness Borrowed Knowledge Calm Emotions
Continual Flame Enhance Ability Find Traps
Lesser Restoration Protection from Poison Silence
Warding Bond Zone of Truth
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 touch a living creature that has 0 hit points. The creature
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 becomes stable. This spell has no effect on undead or constructs.
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
spell then ends. saving throw. The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Circle of Mortality (Cleric) Player’s Handbook
You manifest a minor wonder, a sign of supernatural power, within 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
range. You create one of the following magical effects within range: 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
• Your voice booms up to three times as loud as normal for 1 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
minute. 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
• You cause flames to flicker, brighten, dim, or change color for 1 necrotic damage. the attack roll or saving throw.
minute. 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
• You cause harmless tremors in the ground for 1 minute. (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
• You create an instantaneous sound that originates from a point level above 1st.
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) Xanathar’s Guide to Everything Domain Spells (Cleric) Player’s Handbook
You bless up to three creatures of your choice within range. For the duration, you sense the presence of magic within 30 feet of Bolstering yourself with a necromantic facsimile of life, you gain 1d4
Whenever a target makes an attack roll or a saving throw before the you. If you sense magic in this way, you can use your action to see a + 4 temporary hit points for the duration.
spell ends, the target can roll a d4 and add the number rolled to the faint aura around any visible creature or object in the area that bears At Higher Levels. When you cast this spell using a spell slot of 2nd
attack roll or saving throw. magic, and you learn its school of magic, if any. The spell can level or higher, you gain 5 additional temporary hit points for each
At Higher Levels. When you cast this spell using a spell slot of 2nd penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of slot level above 1st.
level or higher, you can target one additional creature for each slot common metal, a thin sheet of lead, or 3 feet of wood or dirt.
level above 1st.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Guiding Bolt Inflict Wounds Gentle Repose
1st-level evocation 1st-level necromancy 2nd-level necromancy (ritual)
A flash of light streaks toward a creature of your choice within range. Make a melee spell attack against a creature you can reach. On a hit, You touch a corpse or other remains. For the duration, the target is
Make a ranged spell attack against the target. On a hit, the target the target takes 3d10 necrotic damage. protected from decay and can’t become undead. The spell also
takes 4d6 radiant damage, and the next attack roll made against this At Higher Levels. When you cast this spell using a spell slot of 2nd effectively extends the time limit on raising the target from the dead,
target before the end of your next turn has advantage, thanks to the level or higher, the damage increases by 1d10 for each slot level since days spent under the influence of this spell don’t count against
mystical dim light glittering on the target until then. above 1st. the time limit of spells such as raise dead.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d6 for each slot level above
1st.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Choose a humanoid that you can see within range. The target must Describe or name an object that is familiar to you. You sense the Up to six creatures of your choice that you can see within range each
succeed on a Wisdom saving throw or be paralyzed for the duration. direction to the object’s location, as long as that object is within regain hit points equal to 2d8 + your spellcasting ability modifier. This
At the end of each of its turns, the target can make another Wisdom 1,000 feet of you. If the object is in motion, you know the direction of spell has no effect on undead or constructs.
saving throw. On a success, the spell ends on the target. its movement. The spell can locate a specific object known to you, as At Higher Levels. When you cast this spell using a spell slot of 3rd
At Higher Levels. When you cast this spell using a spell slot of 3rd long as you have seen it up close - within 30 feet - at least once. level or higher, the healing increases by 1d8 for each slot level above
level or higher, you can target on additional humanoid for each slot Alternatively, the spell can locate the nearest object of a particular 2nd.
level above 2nd. The humanoids must be within 30 feet of each other kind, such as a certain kind of apparel, jewelry, furniture, tool, or
when you target them. 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.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE 60 feet RANGE 120 feet
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION Instantaneous
COMPONENTS V, S 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 Choose any creature, object, or magical effect within range. Any spell
creature within range. Make a ranged spell attack against the target. duration or until you cast this spell again. When you cast the spell, of 3rd level or lower on the target ends. For each spell of 4th level or
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 higher on the target, make an ability check using your spellcasting
use Strength until the spell ends. At the end of each of the target’s the weapon. On a hit, the target takes force damage equal to 1d8 + ability. The DC equals 10 + the spell’s level. On a successful check, the
turns, it can make a Constitution saving throw against the spell. On a your spellcasting ability modifier. As a bonus action on your turn, you spell ends.
success, the spell ends. can move the weapon up to 20 feet and repeat the attack against a At Higher Levels. When you cast this spell using a spell slot of 4th
creature within 5 feet of it. The weapon can take whatever form you level or higher, you automatically end the effects of a spell on the
choose. Clerics of deities who are associated with a particular target if the spell’s level is equal to or less than the level of the spell
weapon (as St. Cuthbert is known for his mace and Thor for his slot you used.
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 Prepared (Cleric) Player’s Handbook
Revivify Speak with Dead Vampiric Touch
3rd-level necromancy 3rd-level necromancy 3rd-level necromancy
You touch a creature that has died within the last minute. That You grant the semblance of life and intelligence to a corpse of your The touch of your shadow-wreathed hand can siphon force from
creature returns to life with 1 hit point. This spell can’t return to life a choice within range, allowing it to answer the questions you pose. others to heal your wounds. Make a melee spell attack against a
creature that has died of old age, nor can it restore any missing body The corpse must still have a mouth and can’t be undead. The spell creature within your reach. On a hit, the target takes 3d6 necrotic
parts. fails if the corpse was the target of this spell within the last 10 days. damage, and you regain hit points equal to half the amount of
Until the spell ends, you can ask the corpse up to five questions. The necrotic damage dealt. Until the spell ends, you can make the attack
corpse knows only what it knew in life, including the languages it again on each of your turns as an action.
knew. Answers are usually brief, cryptic, or repetitive, and the corpse At Higher Levels. When you cast this spell using a spell slot of 4th
is under no compulsion to offer a truthful answer if you are hostile to level or higher, the damage increases by 1d6 for each slot level above
it or it recognizes you as an enemy. This spell doesn’t return the 3rd.
creature’s soul to its body, only its animating spirit. Thus, the corpse
can’t learn new information, doesn’t comprehend anything that has
happened since it died, and can’t speculate about future events.
Domain Spells (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Backpack Crowbar Hammer
Adventuring Gear Adventuring Gear Adventuring Gear
A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.
A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.
1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
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 Amulet Mace
Armor Spellcasting Focus Weapons
A shield is made from wood or metal and is carried in one A holy symbol is a representation of a god or pantheon. It
hand. Wielding a shield increases your Armor Class by 2. might be an amulet depicting a symbol representing a
You can benefit from only one shield at a time. deity, the same symbol carefully engraved or inlaid as an
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.
This staff has 3 charges and regains 1d3 expended charges Half plate consists of shaped metal plates that cover most
daily at dawn. of the wearer’s body. It does not include leg protection
The staff can be wielded as a magic quarterstaff. On a hit, beyond simple greaves that are attached with leather
it deals damage as a normal quarterstaff, and you can straps.
expend 1 charge to deal an extra 2d10 necrotic damage to
the target. In addition, the target must succeed on a DC 15
Constitution saving throw or have disadvantage for 1 hour
on any ability check or saving throw that uses Strength or
Constitution.