Half-Elf
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E L E A N O R

Class: Cleric (Light); Race: Half-Elf; Background; Sage

F A T E
Pelor/Moradin
Pelor2.jpg

Hit Points: (10+7+7+7+7+7+7) = 52

P r o f i c i e n c i e s
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools:
Saving Throws: Wisdom [+7], Charisma [+6]
Languages: Elvish, Common, Promordial (H-Elf), Draconian (Sage), Dwarvish (Sage)
Half Elf Skills: Persuasion [+6], Perception [+7]
Background Skills: Arcana [+5], History [+5]
Skills: Religion [+5], Insight [+7]

Modified Ability Scores
STR 11 [+0]; CON 14 [+2]; DEX 14 [+2]; INT 14 [+2]; WIS 18 [+4]; CHA 16 [+3]
(Base Stats:15 13 14 14 14 11)

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it w ere bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades o f gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Cleric Levels Proficiency Bonus Features Cantrips Known 1st Level 2nd Level 3rd Level 4th Level
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest),Domain feature 3 3
3rd +2 - 3 4 2
4th +2 Ability Score Improvement (WIS) 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest),Domain feature 4 4 3 3 -
7th +3 - 4 4 3 3 1

F e a t u r e : R e s e a r c h e r
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from w hom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets o f the multiverse can require an adventure or even a whole campaign.

C h a n n e l D i v i n i t y : T u r n U n d e a d
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet o f you must make a W isdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Wa r d i n g F l a r e
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number o f times equal to your W isdom modifier (a minimum o f once). You regain all expended uses when you finish a long rest.

I m p r o v e d F l a r e
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet o f you attacks a creature other than you.

C h a n n e l D i v i n i t y : R a d ia n c e o f t h e D a w n
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet o f you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

L i g h t D o m a i n S p e l l s
Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th f lame strike, scrying

P r e p a r i n g a n d C a s t i n g S p e l l s
The Cleric table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list o f cleric spells that are available for you to cast, choosing from the cleric spell list. When
you do so, choose a number o f cleric spells equal to your Wisdom modifier + your cleric level (minimum of
one spell). The spells must be o f a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom o f 16, your list o f prepared spells can include six spells o f 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list o f prepared spells.

R i t u a l C a s t in g
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Sp e l l c a s t in g F o c u s
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.

C l e r i c S p e l l s P r e p a r e d
C a n t r i p s (0 L e v e l )
Guidance [Divination] (V,S; Concentration) (casting time: 1 action)
Mending [Transmutation] (V,S,M) (casting time: 1 minute)
Sacred Flame [Evocation] (V,S) (casting time: 1 action)
Thaumaturgy [Transmutation] (V) (casting time: 1 action)

1 s t L e v e l - 5 p r e p a r e d - (4 slots)
Bless [Enchantment] (V,S,M; Concentration) (casting time: 1 action)
Cure Wounds [Evocation] (V,S) (casting time: 1 action)
Detect Magic [Divination] (V,S; Concentration, Ritual) (Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard)
Guiding Bolt [Evocation] (V,S) (casting time: 1 action)
Healing Word [Evocation] (V) (casting time: 1 bonus action)

2 n d L e v e l - 2 p r e p a r e d - (3 slots)
Blindness?
Spiritual Weapon [Evocation] (V,S) (casting time: 1 bonus action) (duration: 1 minute)
Zone of Truth [Enchantment] (V,S) (casting time: 1 action) (duration: 10 minutes)

3 r d L e v e l - 3 p r e p a r e d - (3 slots)
Mass Healing Word [Evocation] (V) (casting time: 1 bonus action)
Spirit Guardians [Conjuration] (V,S,M; Concentration) (casting time: 1 action)
Water Walk [Transmutation] (V,S,M; Ritual) (casting time: 1 action) (duration: 1 hour)

4th L e v e l - 4 p r e p a r e d - (1 slot)
Freedom of Movement [Abjuration] (V,S,M) (casting time: 1 action)
Wall of Fire [Evocation] (V,S,M; Concentration) (casting time: 1 action)

L i g h t
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the
light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

B u r n i n g H a n d s
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet o f flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being w orn or carried.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

F a e r i e F i r e
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in
the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects
and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.

F l a m i n g S p h e r e
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f tallow, a pinch of
brimstone, and a dusting o f powdered iron)
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere o f fire appears in an unoccupied space o f your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet w ide. The sphere ignites flammable objects not being w orn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

S c o r c h i n g R a y
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays o f fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you create one additional ray for each slot level above 2nd.

D a y l i g h t
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour
A 60-foot-radius sphere o f light spreads out from a point you choose within range. The sphere is bright light and
sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being w orn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any o f this spell’s area overlaps with an area of darkness created by a spell o f 3rd level or lower, the spell that created the darkness is dispelled.

F i r e b a l l
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion o f flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being w orn or carried.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

W a l l o f F i r e
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece o f phosphorus)
Duration: Concentration, up to 1 minute
You create a wall o f fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side o f the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot o f 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

E q u i p m e n t
• Half Plate (750gp) (15 + Dex modifier (max 2)) AC 17 (20 with Shield)
• A shield +1 (+3 AC) and a Holy symbol Amulet (5 gp) 1 lb.
• Backpack 2 gp 5 lb.
• Blanket 5 sp 3 lb.
• Clothes, traveler’s 2 gp 4 lb.
• Soap (x5) total 1 sp
• Pouch 5 sp 1 lb.
• Waterskin (x2) total 4 sp 5 (10) lb. (full)
• Bedroll 1 gp 7 lb.
• Case, map or scroll 1 gp 1 lb.
• Mirror, steel 5 gp 1/2 lb.
• Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
• Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
• Perfume (vial) (x2) Total 10 gp —
• 750 in Gold and Electrum.

S c h o l a r ’ s P a c k (40 gp).
Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

G u i d a n c e
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

S a c r e d F l a m e
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

T h a u m a t u r g y
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign o f supernatural power, within range. You create one o f the following magical effects within range:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point o f your choice within range, such as a rumble o f thunder, the cry o f a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance o f your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three o f its 1-minute effects active at a time, and you can dismiss such an effect as an action.

B le s s
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling o f holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures o f your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
A t Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st.

C u r e W o u n d s
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number o f hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

D e t e c t Ev i l a n d G o o d
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet o f you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet o f you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot o f stone, 1 inch o f common metal, a thin sheet o f lead, or 3 feet o f wood or dirt.

G u i d i n g B o l t
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash o f light streaks toward a creature o f your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end o f your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

H e a l i n g W o r d
1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature o f your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

S a n c t u a r y
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a W isdom 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 w arded creature from area effects, such as the explosion o f a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Z o n e o f T r u t h
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point o f your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware o f the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

S p i r i t u a l W e a p o n
2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet o f the weapon. On a hit, the target takes force damage equal to 1d8 + 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 o f it.
The weapon can take whatever form you choose. Clerics o f 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 o f 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

M a s s H e a l i n g W o r d
3rd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words o f restoration, up to six creatures o f your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

S p i r i t G u a r d i a n s
3rd-level conjuration
Casting Time: 1 action
Range: Sel f (15-foot radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number o f creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8
necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

T o n g u e s
3rd-level divination
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model o f a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

W a t e r W a l k
3rd-level transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface o f the liquid at a rate o f 60 feet per round.

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