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Piety

4 Level (0/6500 XP for level-up) Urchin Background Tiefling Race / Species / Heritage Neutral Alignment
Cleric
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
12
+1
DEX
14
+2
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
10
+0
33
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
1 / 1
Channel Divinity
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+0 Deception CHA
+0 History INT
+3 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimatar +4 DEX 1d6+2 slashing
 Finesse, light
Crossbow, light +2 DEX 1d8+2 piercing
 Ammunition, range (80/320), loading, two-handed
Attacks

Spell Book

Racial Features :


Darkvision: 60 ft.
Damage Resistances: fire
Infernal Legacy
You know thaumaturgy and can cast Hellish Rebuke once per day. CHA is the spellcasting ability.

Class Features :


Channel Divinity:
- Turn Undead. Undead within 30 feet must make a DC 13 Wisdom save or be turned for 1 min. or until damaged.
- Path to the Grave. you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the
cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Circle of Mortality
When you would normally roll one or more dice to restore hit
points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you
can cast it as a bonus action.

Eyes of the Grave
You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As
an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you
that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature 3 times until you finish a long rest.

Background Feature:


City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Features & Traits
Backpack

Priest kit :
Blanket
Alms Box
Candle x10
Incense x2
Censer
Emblem

Pouch
Adventuring Gear Common
A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.
Cost: 5sp Weight: 1lb


Tinderbox
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 5sp Weight: 1lb


Waterskin
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb

Ammunitions : Crossbow bolt x20

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Spellcasting
The power of your spells comes from your devotion to your deity.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

 

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 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 of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of 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 of 16, your list of prepared spells can include six spells of 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 of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.



Cantrips


Ray of Enfeeblement

0-level (Cantrip) Divination
Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Available for: Warlock, Wizard

Spare the Dying

0-level (Cantrip) Conjuration
Casting Time: 1 action
Range/Area: 30ft
Components: VS
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

Sacred Flame

0-level (Cantrip) Conjuration
Casting Time: 1 action
Range/Area: 60 feet
Components: VS
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).
Available for: Cleric

Toll the Dead

0-level (Cantrip) Abjuration
Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

Guidance

0-level (Cantrip) Divination
Casting Time: 1 action
Range/Area: touch
Components: VS
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.
Available for: Artificer, Cleric, Druid

Level 1 Spells (4 slots)



Bane

1-level Enchantment
Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

False Life

1-level Necromancy
Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A small amount of alcohol or distilled spirits, or focus
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

Bless

1-level Enchantment
Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Concentration, Up to 1 minute
You bless up to three creatures of 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

Shield of Faith

1-level Abjuration
Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VSM
Materials: A small parchment with a bit of holy text written on it, or focus
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

Guiding Bolt

1-level Evocation
Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 round
A flash of light streaks toward a creature of 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 of 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 of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Cleric

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of 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 of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells (3 slots)



Gentle Repose

2-level Necromancy
Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Available for: Cleric, Paladin, Wizard

Ray of Enfeeblement

2-level Necromancy
Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Available for: Warlock, Wizard

Silence

2-level Illusion
Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft. distance/20ft. area
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes
Attack/Save: None
Damage/Effect: Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Available for: Bard, Cleric, Ranger, Druid (Circle of the Land), Warlock (The Undying), Warlock (The Fathomless)

Spiritual Weapon

2-level Evocation
Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VS
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 of 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 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 2nd.
Available for: Cleric

Aid

2-level Abjuration
Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A tiny strip of white cloth, or focus
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Paladin, Ranger
Spellcasting
Tool Proficiencies: Disguise Kit; Thieves'
Tools
Weapon Proficiencies: Simple
Armor Proficiencies: Light; Medium; Shields
Language Proficiencies: Common; Infernal

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Ray of Enfeeblement

2-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Available for: Warlock, Wizard

SRD

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

SRD

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
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).
Available for: Cleric

SRD

Toll the Dead

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. 
At higher levels: The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

SRD

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: touch
Components: VS
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.
Available for: Artificer, Cleric, Druid

Level 1 Spells

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

SRD

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A small amount of alcohol or distilled spirits, or focus
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Concentration, Up to 1 minute
You bless up to three creatures of 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

SRD

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VSM
Materials: A small parchment with a bit of holy text written on it, or focus
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

PHB: P. 248

Guiding Bolt

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Concentration, 1 round
A flash of light streaks toward a creature of 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 of 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 of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Cleric

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of 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 of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Level 2 Spells

SRD

Gentle Repose

2-level Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VSM
Materials: A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Available for: Cleric, Paladin, Wizard

SRD

Ray of Enfeeblement

2-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Available for: Warlock, Wizard

Basic Rules, pg. 275

Silence

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft. distance/20ft. area
Components: Verbal, Somatic
Duration: Concentration, up to 10 minutes
Attack/Save: None
Damage/Effect: Control
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Available for: Bard, Cleric, Ranger, Druid (Circle of the Land), Warlock (The Undying), Warlock (The Fathomless)

SRD

Spiritual Weapon

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VS
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 of 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 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 2nd.
Available for: Cleric

SRD

Aid

2-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: A tiny strip of white cloth, or focus
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Paladin, Ranger

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