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Liliene Querencia

3 Level (1100/2700 XP for level-up) Investigator Background Eladrin (Autumn) Race / Species / Heritage Neutral Good Alignment
Cleric (Light Domain)
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
9
-1
DEX
14
+2
CON
12
+1
INT
13
+1
WIS
20
+5
CHA
12
+1
22
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
Spellcasting ...
+7 Attack mod
WIS Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+1 Constitution
+1 Intelligence
+7 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+1 Deception CHA
+1 History INT
+7 Insight WIS
+1 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+7 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
War Hammer +1 STR 1d8-1 Bludgeoning
 Versatile (1d10)
Light Crossbow +1 STR 1d8-1 Piercing
 Ammunition, Loading, (Range 80/320), Two-Handed
Dagger +1 STR 1d4-1 Piercing
 Finesse, Light, Range, Thrown
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance 1 action Touch Concentration, up to 1 minute d4 VS
 Notes: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.
Spare The Dying 1 action Touch Instantaneous VS
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Toll the Dead 1 Action 60 Ft Instantaneous 1d8 VS
 Notes: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.
Healing Word 1 Bonus Action 60 ft Instantaneous 1d4 D
 Notes:A creature of 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.

Level 1 Spells 5 slots

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead 1 Action 60 Ft Instantaneous 1d8 + VS
 Notes: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.
Burning Hands 1 Action Self (15ft cone) Instanious 3d6 VS
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of 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 worn or carried.
Healing Word 1 Bonus Action 60 ft Instantaneous 1d4 + D
 Notes:A creature of 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.
Bless 1 Action 30 ft Concentration, up to 1 minute VSM
 Notes: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.
Create or Destroy Water 1 Action 30 ft Instantaneous VSM
 Notes:You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels.
Detect Magic 1 Action Self Concentration, up to 10 minutes VS
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Guiding Bolt 1 Action 120 ft 1 Round 4d6 VS
 Notes: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.
Sanctuary +7 1 Bonus Action 30 ft 1 Minute VSM
 Notes: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 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, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead 1 Action 60 Ft Instantaneous 1d8 + VS
 Notes: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.
Burning Hands 1 Action Self (15ft cone) Instanious 3d6 + VS
 Notes:As you hold your hands with thumbs touching and fingers spread, a thin sheet of 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 worn or carried.
Healing Word 1 Bonus Action 60 ft Instantaneous 1d4 + D
 Notes:A creature of 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.
Guiding Bolt 1 Action 120 ft 1 Round 4d6 + VS
 Notes: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.
Aid 1 Action 30 ft 8 Hours 5 VSM
 Notes: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.
Enhance ability 1 Action Touch 1 Hour 2d6 VSM
 Notes:You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.
Prayer of Healing 10 Minutes 30 ft Instantaneous 2d8 + 2 V
 Notes:Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Spiritual Weapon 1 Bonus Action 60 ft 1 Minute 1d8 VS
 Notes: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.
Observant (Feat) [+1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation.]
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size. You are Medium.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Keen Senses. You have proficiency in the Perception skill.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Features & Traits
An insignia of rank Captain
A dagger (Thropy from fallen enemy)
A set of monacles
A set of common clothes
A pouch filled with 25g
A light crossbow & 20 bolts
A shield & A holy symbol
A backpack
A bedroll
A mess kit
10 torch
A waterskin
9 days of rations
7 Fish
A leather armour
50ft of henpen rope

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Able to speak, read, and write Common and Elven.
Disguise kit
Thieves' Tools
Light/medium armour
shields
All simple weapons

Languages & Proficiencies
If someone is in need, you never withhold aid.

Personality Traits
Blood runs thicker than water.
I'm committed to the people I care about, not to ideals.
There's a spark of good in everyone. (Good)

Ideals
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

Bonds
Everyone is your friend, or a potential friend.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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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Level 0 Spells

PHB, page 248

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 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.
At higher levels: The range of the spell becomes 10 feet once you reach 5th level, and increases by 10 feet at 11th level (total of 20) and again at 17th level (total of 30).
Available for: Artificer, Cleric, Druid

PHB

Spare The Dying

0-level (Cantrip) Necromancy

Casting Time: 1A
Range/Area: Touch
Components: V/S
Duration: Instantaneous
Damage/Effect: Healing
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: Alchemist (Artificer), Cleric

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
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).

Level 1 Spells

SRD

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15ft cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of 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 worn or carried.
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.

PHB

Healing Word

1-level Evocation

Casting Time: 1BA
Range/Area: 60ft
Components: V
Duration: Instantaneous
Damage/Effect: Healing
A creature of 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 of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Available for: Artificer (Alchemist), Bard, Cleric, Druid

PHB

Bless

1-level Enchantment

Casting Time: 1A
Range/Area: 30ft
Components: V/S/M
Materials: sprinkling of holy water (otherwise use of a Holy Symbol)
Duration: Concentration, up to 1 minute
Damage/Effect: Buff
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

Basic Rules, pg. 248

Guiding Bolt

1-level Evocation

Casting Time: 1 Action
Range/Area: 120 ft
Components: V, S
Duration: 1 Round
Attack/Save: Ranged
Damage/Effect: Radiant
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, Oath of Glory, The Celestial, Divine Soul

Level 2 Spells

PHB

Spiritual Weapon

2-level Evocation

Casting Time: 1BA
Range/Area: 60ft
Components: V/S
Duration: 1 minute
Attack/Save: Melee
Damage/Effect: Force
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, Oath of Conquest (Paladin)

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30ft
Components: V
Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

PHB

Aid

2-level Abjuration

Casting Time: 1A
Range/Area: 30ft
Components: V/S/M
Materials: a strip of white cloth*
Duration: 8 hours
Damage/Effect: Buff
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, Cleric, Paladin

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