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Gage Ivyfoot

This document summarizes the character sheet for a Level 1 halfling cleric named Gage Ivyfoot. Gage has proficiency with heavy, light, and medium armor as well as shields. Gage's highest ability scores are Wisdom and Dexterity. Gage knows several cleric cantrips and 1st-level spells including Bless, Command, Cure Wounds, Detect Magic, Guiding Bolt, and Healing Word. Gage carries typical cleric gear such as a prayer book, emblem, incense, and vestments.
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0% found this document useful (0 votes)
32 views9 pages

Gage Ivyfoot

This document summarizes the character sheet for a Level 1 halfling cleric named Gage Ivyfoot. Gage has proficiency with heavy, light, and medium armor as well as shields. Gage's highest ability scores are Wisdom and Dexterity. Gage knows several cleric cantrips and 1st-level spells including Bless, Command, Cure Wounds, Detect Magic, Guiding Bolt, and Healing Word. Gage carries typical cleric gear such as a prayer book, emblem, incense, and vestments.
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 Domain] (1) Acolyte

CLASS & LEVEL BACKGROUND PLAYER NAME


Gage Ivyfoot Halfling/Lightfoot Neutral Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +4 25
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 9


+2 Strength
DEXTERITY
+4 Dexterity

+4 +1 Constitution
-1 Intelligence
CURRENT HIT POINTS IDEALS

19 ●
+4 Wisdom

+3 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +4 Acrobatics (Dex) SUCCESSES

12 +2 Animal Handling (Wis)


1x(1d8+1)
FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
+2 Athletics (Str)

-1 ●
+1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

9 ●
+4 Insight (Wis)
Club +4 1d4+2 bludgeoning
Alms Box
WISDOM
+1 Intimidation (Cha)
-1 Investigation (Int)
Mace +4 1d6+2 bludgeoning
Amulet
+2 Medicine (Wis) Backpack
+2 -1 Nature (Int)
Blanket
+2 Perception (Wis) Number of
14
+1 Performance (Cha)
Attacks: 1 Candle x10
CHARISMA

+3 Persuasion (Cha)
+1 Religion (Int)
Censer
Emblem

+1 +4 Sleight of Hand (Dex)

13
+4 Stealth (Dex) Incense x2
+2 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Prayer Book
Rations (1 day)
12 PASSIVE WISDOM (PERCEPTION)
CP x2
SP
Scale mail
Weapon Proficiencies: Tinderbox
Simple EP
Vestements
Armor Proficiencies: Heavy;
Light; Medium; Shields
GP Waterskin
PP
Language Proficiencies:
Common; Halfling; Infernal;
Sylvan
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
Gage Ivyfoot
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
Resistance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 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

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 2 7
EPAR
SPELL NAME
ED
PR

Purify Food and Drink

Sanctuary
4
Shield of Faith
SPELLS KNOWN

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

-----------Other Traits------------
Brave. You have advantage on saves against being frightened.

Disciple of Life. 1st level or greater healing spells increase


healing by 2 + spell's level HPs.

Halfling Nimbleness. Move through the space of larger


creatures.

Lucky. Reroll 1s on d20.

Naturally Stealthy. Hide behind creatures larger than you.

Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.
Page 1

Light Mending Resistance


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

You touch one object that is no larger than 10 This spell repairs a single break or tear in an You touch one willing creature. Once before
feet in any dimension. Until the spell ends, the object you touch, such as a broken chain link, the spell ends, the target can roll a d4 and add
object sheds bright light in a 20-foot radius two halves of a broken key, a torn cloak, or a the number rolled to one saving throw of its
and dim light for an additional 20 feet. The leaking wineskin. As long as the break or tear choice. It can roll the die before or after
light can be colored as you like. Completely is no larger than 1 foot in any dimension, you making the saving throw. The spell then ends.
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)

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