D&D Character Sheet for Cleric Class
D&D Character Sheet for Cleric Class
INSPIRATION
STRENGTH
0 +2 PROFICIENCY BONUS
14
ARMOR
CLASS
0
INITIATIVE
30
SPEED
Baik
Taat
10 PERSONALITY TRAITS
10 ●
+3 Wisdom
●
+4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3 +2 Deception (Cha)
+3 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Alms Box
+3 Insight (Wis)
Quarterstaff +2 1d6+0 bludgeoning
16 ●
Amulet
+2 Intimidation (Cha) Staff of Healing +2 1d6+0 bludgeoning
Blanket
+2 0
0
Sleight of Hand (Dex)
Stealth (Dex)
Candle x10
14 +1 Survival (Wis)
Censer
SKILLS ATTACKS & SPELLCASTING
Clothes, common
Emblem
13 PASSIVE WISDOM (PERCEPTION) Hide
CP
Incense x2
SP
Leather
Weapon Proficiencies: Pouch
Longbow; Longsword; Prayer Book
EP
Shortbow; Shortsword; Simple
Rations (1 day) x2
Armor Proficiencies: Heavy; GP
15 Shield
Light; Medium; Shields Tinderbox
Language Proficiencies:
PP
Vestements
Common; Deep Speech; Waterskin
Elvish; Giant; Sylvan
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
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? 176 56
AGE HEIGHT WEIGHT
Narkav Green Light White Brown
CHARACTER NAME EYES SKIN HAIR
NAME
Elf Mufakat
SYMBOL
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Cleric Wisdom 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Light
Resistance
Thaumaturgy
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Bane
Bless (Domain)
4
Command
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Cleric Wisdom 11 +3
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
Sanctuary
4
Shield of Faith
SPELLS KNOWN
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High Elf
Intelligence 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Dancing Lights
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 3 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
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FEATURES & TRAITS
Darkvision: 60 ft.
Damage Resistances: necrotic, lightning
Immunities: magical-sleep
---------------Actions--------------
Channel Divinity: Preserve Life. Distribute 10 HPs healing
among any creatures within 30 ft., each can be restored to at
most 1/2 their HP max.
-----------Other Traits------------
Channel Divinity. Channel divine power using Turn Undead or
one of your domain Channel Divinity options. (use once/rest).
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
You touch one object that is no larger than 10 You touch one willing creature. Once before You manifest a minor wonder, a sign of
feet in any dimension. Until the spell ends, the the spell ends, the target can roll a d4 and add supernatural power, within range. You create
object sheds bright light in a 20-foot radius the number rolled to one saving throw of its one of the following magical effects within
and dim light for an additional 20 feet. The choice. It can roll the die before or after range: • Your voice booms up to three times as
light can be colored as you like. Completely making the saving throw. The spell then ends. loud as normal for 1 minute. • You cause
covering the object with something opaque flames to flicker, brighten, dim, or change
blocks the light. The spell ends if you cast it color for 1 minute. • You cause harmless
again or dismiss it as an action. If you target tremors in the ground for 1 minute. • You
an object held or worn by a hostile creature, create an instantaneous sound that originates
that creature must succeed on a Dexterity from a point of your choice within range, such
saving throw to avoid the spell. 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.
You create up to four torch-sized lights within Up to three creatures of your choice that you You bless up to three creatures of your choice
range, making them appear as torches, can see within range must make Charisma within range. Whenever a target makes an
lanterns, or glowing orbs that hover in the air saving throws. Whenever a target that fails attack roll or a saving throw before the spell
for the duration. You can also combine the this saving throw makes an attack roll or a ends, the target can roll a d4 and add the
four lights into one glowing vaguely saving throw before the spell ends, the target number rolled to the attack roll or saving
humanoid form of Medium size. Whichever must roll a d4 and subtract the number rolled throw. At Higher Levels. When you cast this
form you choose, each light sheds dim light in from the attack roll or saving throw. At Higher spell using a spell slot of 2nd level or higher,
a 10-foot radius. As a bonus action on your Levels. When you cast this spell using a spell you can target one additional creature for each
turn, you can move the lights up to 60 feet to a slot of 2nd level or higher, you can target one slot level above 1st.
new spot within range. A light must be within additional creature for each slot level above
20 feet of another light created by this spell, 1st.
and a light winks out if it exceeds the spell's
range.
You speak a one-word command to a creature You either create or destroy water. Create A creature you touch regains a number of hit
you can see within range. The target must Water. You create up to 10 gallons of clean points equal to 1d8 + your spellcasting ability
succeed on a Wisdom saving throw or follow water within range in an open container. modifier. This spell has no effect on undead or
the command on its next turn. The spell has no Alternatively, the water falls as rain in a constructs. At Higher Levels. When you cast
effect if the target is undead, if it doesn't 30-foot cube within range, extinguishing this spell using a spell slot of 2nd level or
understand your language, or if your exposed flames in the area. Destroy Water. higher, the healing increases by 1d8 for each
command is directly harmful to it. Some You destroy up to 10 gallons of water in an slot level above 1st.
typical commands and their effects follow. open container within range. Alternatively,
You might issue a command other than one you destroy fog in a 30-foot cube within range.
described here. If you do so, the GM At Higher Levels. When you cast this spell
determines how the target behaves. If the using a spell slot of 2nd level or higher, you
target can't follow your command, the spell create or destroy 10 additional gallons of
ends. Approach. The target moves toward you water, or the size of the cube increases by 5
by the shortest and most direct route, ending feet, for each slot level above 1st.
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
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 Evil and Good Detect Magic (ritual) Detect Poison and Disease (ritual)
Cleric Level 1 Divination DC 11 Spell Mod +3 Cleric Level 1 Divination DC 11 Spell Mod +3 Cleric Level 1 Divination DC 11 Spell Mod +3
1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S Conc, 10 mins 1 Act. Self V,S,M Conc, 10 mins
A yew leaf
For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.
A flash of light streaks toward a creature of A creature of your choice that you can see Make a melee spell attack against a creature
your choice within range. Make a ranged spell within range regains hit points equal to 1d4 + you can reach. On a hit, the target takes 3d10
attack against the target. On a hit, the target your spellcasting ability modifier. This spell necrotic damage. At Higher Levels. When you
takes 4d6 radiant damage, and the next attack has no effect on undead or constructs. At cast this spell using a spell slot of 2nd level or
roll made against this target before the end of Higher Levels. When you cast this spell using a higher, the damage increases by 1d10 for each
your next turn has advantage, thanks to the spell slot of 2nd level or higher, the healing slot level above 1st.
mystical dim light glittering on the target until increases by 1d4 for each slot level above 1st.
then. 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.
Protection from Evil and Good Purify Food and Drink (ritual) Sanctuary
Cleric Level 1 Abjuration DC 11 Spell Mod +3 Cleric Level 1 Transmutation DC 11 Spell Mod +3 Cleric Level 1 Abjuration DC 11 Spell Mod +3
1 Act. Touch V,S,M Conc, 10 mins 1 Act. 10 ft V,S Inst 1 B.A. 30 ft V,S,M 1 min
Holy water or powdered silver and iron, which the A small silver mirror
spell consumes
Until the spell ends, one willing creature you All nonmagical food and drink within a You ward a creature within range against
touch is protected against certain types of 5-foot-radius sphere centered on a point of attack. Until the spell ends, any creature who
creatures: aberrations, celestials, elementals, your choice within range is purified and targets the warded creature with an attack or a
fey, fiends, and undead. The protection grants rendered free of poison and disease. harmful spell must first make a Wisdom
several benefits. Creatures of those types have saving throw. On a failed save, the creature
disadvantage on attack rolls against the target. must choose a new target or lose the attack or
The target also can't be charmed, frightened, spell. This spell doesn't protect the warded
or possessed by them. If the target is already creature from area effects, such as the
charmed, frightened, or possessed by such a explosion of a fireball. If the warded creature
creature, the target has advantage on any new makes an attack or casts a spell that affects an
saving throw against the relevant effect. enemy creature, this spell ends.
Page 2 (reverse)
Page 3
Shield of Faith
Cleric Level 1 Abjuration DC 11 Spell Mod +3
1 B.A. 60 ft V,S,M Conc, 10 mins
A small parchment with a bit of holy text written on
it