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aeson

Aeson is a Level 6 Hill Dwarf Cleric of the Life Domain, with a lawful good alignment and a background as an Acolyte. He possesses various abilities and spells focused on healing and support, including Channel Divinity features like Turn Undead and Preserve Life. His character sheet includes details on attributes, skills, spells, and equipment, showcasing his role as a healer and protector in the game.
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0% found this document useful (0 votes)
6 views

aeson

Aeson is a Level 6 Hill Dwarf Cleric of the Life Domain, with a lawful good alignment and a background as an Acolyte. He possesses various abilities and spells focused on healing and support, including Channel Divinity features like Turn Undead and Preserve Life. His character sheet includes details on attributes, skills, spells, and equipment, showcasing his role as a healer and protector in the game.
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 6 Hill Dwarf Cleric, Life Domain 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Aeson
Acolyte Lawful Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
10
SHIELD
AC
Spellcasting. You can cast cleric spells as rituals. You
N
CIE C
can prepare 8 spells from the cleric spell list. You
+0 Strength can use a holy symbol as your spellcasting focus.
Y
PROFI

+0
+2 Dexterity
Channel Divinity (2/Short Rest).
+3 Constitution ARMOR CLASS
DEXTERITY
+0 Intelligence
Turn Undead (Action—Channel Divinity). Each
MAXIMUM HIT DICE TEMPORARY undead that can see or hear you within 30 feet of
14 ✘


+5 Wisdom

+3 Charisma
57 6d8 you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1
CONDITIONAL
minute or until it takes any damage.
A turned creature must spend its turns trying to
+2 move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of you. It
CURRENT HIT POINTS also can’t take reactions. For its action, it can use
CONSTITUTION DEATH SAVING THROWS
only the Dash action or try to escape from an effect
SAVING THROWS
that prevents it from moving. If there’s nowhere to
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
move, the creature can use the Dodge action.
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION Destroy Undead. When an undead of CR 1/2 or


+2 Animal Handling (Wis)
lower fails its saving throw against your Turn
+3 +0 Arcana (Int) Darkvision Undead feature, the creature is instantly destroyed.
+0 Athletics (Str) Resistances. Poison
Disciple of Life. Whenever you use a spell of 1st
INTELLIGENCE +0 Deception (Cha) level or higher to restore hp to a creature, the
creature regains additional hp equal to 2 + the
10 ✘


+3 History (Int)
+5 Insight (Wis)
spell’s level.

Preserve Life (Action—Channel Divinity). You


+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS present your holy symbol and evoke healing energy
+0 +0 Investigation (Int) that can restore 30 hp. Choose any creatures within
Dwarven Resilience. You have advantage on 30 feet of you, and divide those hit points among
+2 Medicine (Wis)
saving throws against poison, and you have them. This feature can restore a creature to no
WISDOM +0 Nature (Int) more than half of its hp maximum. You can’t use
resistance against poison damage.
this feature on an undead or a construct.
15 +2 Perception (Wis)
+0 Performance (Cha)
Stonecunning. A +6 on Intelligence (History) check
related to origin of stonework. Blessed Healer. When you cast a spell of 1st level or
higher that restores hp to a creature other than
✘ +3 Persuasion (Cha)
+2 Dwarven Toughness. Your hit point maximum you, you regain hp equal to 2 + the spell’s level.
✘ +3 Religion (Int) increases by 1, and it increases by 1 every time
+2 Sleight of Hand (Dex) you gain a level.
CHARISMA +2 Stealth (Dex)

10 +2 Survival (Wis)
SKILLS

+0 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Mace 5 ft +3 vs AC 1d6+0 bludgeoning

FEATURES & TRAITS

Armor Proficiencies. Light Armor, Medium Armor,


Shield, Heavy Armor

Weapon Proficiencies. Battleaxe, Handaxe, Light


Hammer, Warhammer, Simple Weapons

Tool Proficiencies. Smith’s tools

Languages. Common, Dwarvish, Celestial, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 250 4 feet 150
GENDER AGE HEIGHT WEIGHT
Aeson Black Pale Black
CHARACTER NAME EYES SKIN HAIR

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
I idolize a particular hero of my faith, and constantly thing as channeling divine power.
refer to that person’s deeds and example.
I see omens in every event and action. The gods try Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of
to speak to us, we just need to listen
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.

Tradition. The ancient traditions of worship and


sacrifice must be preserved and upheld. (Lawful)

IDEAL

I owe my life to the priest who took me in when my


parents died.

BOND

I am inflexible in my thinking.

FLAW BACKGROUND STORY

Shelter of the Faithful


As an acolyte, you command the respect of those who share your
faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free
healing and care at a temple, shrine, or other established presence
of your faith, though you must provide any material components
needed for spells. Those who share your religion will support you
(but only you) at a modest lifestyle.You might also have ties to a
specific temple dedicated to your chosen deity or pantheon, and
you have a residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you
can call upon the priests for assistance, provided the assistance you
ask for is not hazardous and you remain in good standing with your
temple.

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
[Leather] 1 10
[Mace] 1 4
Crossbow, Light 1 5
Crossbow Bolt 1 .05
Priest’s Pack 1 10
Amulet 1 1

ATTUNED MAGIC ITEMS 0 / 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

30.1 lb / 150 lb 300 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 +3 11 8

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric, Life Domain

CANTRIPS Guidance Mending


Sacred Flame Spare the Dying

1ST LEVEL 4 SPELL SLOTS ● Bless (Always Prepared) ● Cure Wounds (Always Prepared)
Bane 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 Purify Food and Drink Sanctuary
Shield of Faith

2ND LEVEL 3 SPELL SLOTS ● Lesser Restoration (Always Prepared) ● Spiritual Weapon (Always Prepared)
Aid Augury Blindness/Deafness
Calm Emotions Continual Flame Enhance Ability
Find Traps Gentle Repose Hold Person
Locate Object Prayer of Healing Protection from Poison
Silence Warding Bond Zone of Truth

3RD LEVEL 3 SPELL SLOTS ● Beacon of Hope (Always Prepared) ● Revivify (Always Prepared)
Animate Dead Bestow Curse Clairvoyance
Create Food and Water Daylight Dispel Magic
Feign Death Glyph of Warding Magic Circle
Mass Healing Word Meld into Stone Protection from Energy
Remove Curse Sending Speak with Dead
Spirit Guardians Tongues Water Walk
Guidance Mending Sacred Flame
Divination Cantrip Transmutation Cantrip Evocation Cantrip

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


RANGE Touch RANGE Touch RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S

You touch one willing creature. Once before the spell ends, the target This spell repairs a single break or tear in an object you touch, such as Flame-like radiance descends on a creature that you can see within
can roll a d4 and add the number rolled to one ability check of its broken chain link, two halves of a broken key, a torn cloak, or a range. The target must succeed on a Dexterity saving throw or take
choice. It can roll the die before or after making the ability check. The leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 radiant damage. The target gains no benefit from cover for this
spell then ends. in any dimension, you mend it, leaving no trace of the former saving throw. The spell’s damage increases by 1d8 when you reach
damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8).
but the spell can’t restore magic to such an object.

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

Spare the Dying Bless Cure Wounds


Necromancy Cantrip 1st-level enchantment 1st-level evocation

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


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

You touch a living creature that has 0 hit points. The creature You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 +
becomes stable. This spell has no effect on undead or constructs. Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead
spell ends, the target can roll a d4 and add the number rolled to the or constructs.
attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd
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) Player’s Handbook Life Domain (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook

Lesser Restoration Spiritual Weapon Beacon of Hope


2nd-level abjuration 2nd-level evocation 3rd-level abjuration

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch a creature and can end either one disease or one condition You create a floating, spectral weapon within range that lasts for the This spell bestows hope and vitality. Choose any number of creatures
afflicting it. The condition can be blinded, deafened, paralyzed, or duration or until you cast this spell again. When you cast the spell, within range. For the duration, each target has advantage on Wisdom
poisoned. you can make a melee spell attack against a creature within 5 feet of saving throws and death saving throws, and regains the maximum
the weapon. On a hit, the target takes force damage equal to 1d8 + number of hit points possible from any healing.
your spellcasting ability modifier. 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.

Life Domain (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook Life Domain (Cleric) Player’s Handbook
Revivify
3rd-level necromancy

CASTING TIME 1 action


RANGE Touch
DURATION Instantaneous
COMPONENTS V, S, M (diamonds worth 300 gp, which the spell consumes)

You touch a creature that has died within the last minute. That
creature returns to life with 1 hit point. This spell can’t return to life a
creature that has died of old age, nor can it restore any missing body
parts.

Life Domain (Cleric) Player’s Handbook


Leather Mace Crossbow, Light
Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

10 lb. System Reference Document 4 lb. System Reference Document 5 lb. System Reference Document

Crossbow Bolt Priest’s Pack Amulet


Ammunition Equipment Packs Spellcasting Focus

Crossbow bolts are used with a crossbow to make a ranged Includes a backpack, a blanket, 10 candles, a tinderbox, an A holy symbol is a representation of a god or pantheon. It
attack. alms box, 2 blocks of incense, a censer, vestments, 2 days might be an amulet depicting a symbol representing a
of rations, and a waterskin. 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.

1/20 lb. System Reference Document 10 lbs. System Reference Document 1 lb. System Reference Document

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