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D&D 5E Cleric Character Sheet

Justin Walters is a 5th level Cleric with a Folk Hero background, known for his healing abilities and leadership among farmers. He possesses a variety of skills and spells, including the ability to channel divine energy for healing and turning undead. His personal traits reflect a commitment to helping others, though he struggles with self-medication through alcohol due to the weight of his responsibilities.
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0% found this document useful (0 votes)
35 views3 pages

D&D 5E Cleric Character Sheet

Justin Walters is a 5th level Cleric with a Folk Hero background, known for his healing abilities and leadership among farmers. He possesses a variety of skills and spells, including the ability to channel divine energy for healing and turning undead. His personal traits reflect a commitment to helping others, though he struggles with self-medication through alcohol due to the weight of his responsibilities.
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

5th level Cleric Folk Hero Justin Walters

CLASS & LEVEL BACKGROUND PLAYER NAME


Myrjala Guldana
Daneric Human CG 6,500
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH You rose to your position on the council because
16 +0 30 ft you are the type to always be willing to lend a hand.
Other farmers and freeholders have unofficially
12 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
recognized you as their leader and Frey's blessing is
apparent in your ability to heal and help others.

+1 PERSONALITY TRAITS

Hit Point Maximum 35 hp


+1 Strength
DEXTERITY Mutual respect for one another, and with it

11
+0

+2
Dexterity
Constitution
35 the freedom to make our own way is what
you believe in.
CURRENT HIT POINTS IDEALS
+0 Intelligence
+0 ● +6 Wisdom
You work to heal and protect the people
● +5 Charisma
of Whiterun. It's your mission in life.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 5d8
+0 Acrobatics (Dex) Total SUCCESSES As a caregiver you often find yourself dealing with the
feeling that you carry the weight of the world, which in turn
+2 ● +6 Animal Handling (Wis) often leads you to self medicate through alcohol
FAILURES
consumption beyond what is healthy.
+0 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

10 +2

+0
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Channel Divinity: At 2nd level, you gain the
+6 Insight (Wis)
Handaxe +4 1d6+1/S ability to channel divine energy directly from
+0 ●
your deity, using that energy to fuel magical
+2 Intimidation (Cha) Javelin +4 1d6+1/P effects. You start with two such effects: Turn
WISDOM +0 Investigation (Int) Undead and an effect determined by your
domain. Some domains grant you additional
● +6 Medicine (Wis) effects as you advance in levels, as noted in
16 +0 Nature (Int) the domain description. When you use your
Channel Divinity, you choose which effect to
+3 Perception (Wis) create. You must then finish a short or long
+3
+2 Performance (Cha) rest to use your Channel Divinity again.
Some Channel Divinity effects require saving
+2 Persuasion (Cha)
CHARISMA throws. When you use such an effect from
+0 Religion (Int) this class, the DC equals your cleric spell
15 +0 Sleight of Hand (Dex)
save DC. Beginning at 6th level, you can use
your Channel Divinity twice between rests,
+0 Stealth (Dex) and beginning at 18th level, you can use it
+2 three times between rests. When you finish a
● +6 Survival (Wis)
short or long rest, you regain your expended
SKILLS ATTACKS & SPELLCASTING uses.
Turn Undead: As an action, you present your
holy symbol and speak a prayer censuring
13 PASSIVE WISDOM (PERCEPTION) the undead. Each undead that can see or
CP Ring Mail, Shield, hear you within 30 feet of you must make a
Heward's Handy Spice Wisdom saving throw. If the creature fails its
saving throw, it is turned for 1 minute or until
Rustic Hospitality SP Pouch, Perfume of it takes any damage. A turned creature must
Since you come from the ranks of the Bewitching, Pot of spend its turns trying to move as far away
common folk, you fit in among them with from you as it can, and it can't willingly move
EP Awakening, Ring of to a space within 30 feet of you. It also can't
ease. You can find a place to hide, rest, or
recuperate among other commoners, Swimming, Potion of take reactions. For its action, it can use only
the Dash action or try to escape from an
unless you have shown yourself to be a GP Greater Healing, effect that prevents it from moving. If there's
danger to them. They will shield you from Keoghtom's Ointment, nowhere to move, the creature can use the
the law or anyone else searching for you, Dodge action.
though they will not risk their lives for you.
PP Feather Token: Fan,
Destroy Undead: Starting at 5th level, when
Proficient with: Cook's Utensils, Land Elixir of Health, Circlet an undead of CR 1/2 or lower fails its saving
Vehicles, of Blasting, throw against your Turn Undead feature, the
Languages: Common, Elven creature is instantly destroyed.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

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32 5'2" 138 lbs
AGE HEIGHT WEIGHT
Myrjala Guldana
Green Fair Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Disciple of Life
Also starting at 1st level, your healing spells are more effective.
Whenever you use a spell of 1st level or higher to restore hit
points to a creature, the creature regains additional hit points
equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal
the badly injured. As an action, you present your holy symbol and
evoke healing energy that can restore a number of hit points
equal to five times your cleric level. Choose any creatures within
30 feet of you, and divide those hit points among them. This
feature can restore a creature to no more than half of its hit point
maximum. You can't use this feature on an undead or a construct.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

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Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 2 6
Spare the Dying ● Beacon of Hope

Guidance ● Revivify

Light ● Remove Curse

Word of Radiance

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

● Bless

● Cure Wounds
4
● Ceremony (R)

● Detect Poison and Disease (R)


SPELLS KNOWN

● Shield of Faith

● Sanctuary

2 3
● Lesser Restoration

● Spiritual Weapon

● Prayer of Healing
5
● Continual Flame

● Aid
9

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

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