Hill Dwarf Cleric
Basic Information
- Class: Cleric
- Race: Hill Dwarf
- Level: 1
- Size: Medium
- Background: Soldier
- Alignment: Lawful Good
Your Soldier Background
You trained as a soldier on the island of Mintarn and joined a mercenary company. You traveled to the city of Neverwinter with your company to serve in both the army and city watch. Over time, you grew disillusioned with many of your fellow soldiers. They seemed to enjjoy their authority at the expense of the people they're supposed to protect.
Your background shaped your character in important ways: You learned several languages in the course of your military career. Your skill proficiencies in Athletics and Intimidation reflect your physical training and an ability to overawe foes.
Recently you've had dreams of a shadow creeping across the sea like a shroud, swallowing an island in darkness. Though you dismissed the dreams at first, you began to hear a voice calling you to stand against death's endless hunger. Certain of your deity's wishes, you resigned your post and set out on your quest.
Personal Goal: Banish a Shadow of Death. Researching images from your dreams pointed you to Stormwreck Isle, not far from Neverwinter. A remote cloister there holds a temple to the dragon god Bahamut, who is a patron of heroes and a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert.
Hill Dwarf
Dwarves are solid and hardy like the stone they are said to be created from, weathering the centuries with endurance. As a hill dwarf, you have the following traits.
- Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness in that radius as if it were dim light. You discern colors in that darkness only as shades of gray.
- Dwarven Resilience. You have resistance to poison damage, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.
- Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. (so you roll a
for the check). - Dwarven Toughness. Your hit point maximum increases by 1, and it increase by 1 every time you gain a level. (includedd in your hit points).
- Heavy Armor. Your speed is not reduced by wearing heavy armor.
Cleric
As a cleric, you wield magic given by a god. You revere the deity Marthammor Duin, who watches over travelers and outcasts.
The cleric class give you the following features.
Divine Domain. You draw magic from a divine domain—a sphere of magical influence—associated with your deity. Your domain is Life. This domain gives you features elsewhere on the character sheet.
Prepared Spells. Each time you finish a long rest, you can prepare four 1st-level spells to make them available for you to cast, choosing from the 1st-level spells listed on the back of this sheet. In addition to those four, you always have these two spells prepared, thanks to the Life Domain: bless and cure wounds.
Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells. You can use them to cast two different spells or to cast the same spell twice. You regain your expended spell slots when you finish a long rest.
You can keep track of your expended spell slots by checking them off in the Spellcasting table on the character sheet, where each spell slot is represented by a checkbox.
Cantrips. You know a few cantrips, which are spells you cast without expending spell slots. You know the following cantrips, each of which is detailed in the rulebook:
- light
- thaumaturgy
- sacred flame
Spell Attacks and Saving Throws. When a creature makes a saving throw to resist one of your spells, the DC of the saving throw is
. When you make a spell attack, you roll to see if you hit. These numbers are based on your spellcasting ability, which is Wisdom.
Proficiencies
You have the following proficiencies.
- Saving Throws. Your saving throw proficiencies are Wisdom and Charisma.
- Skills. You are proficient in Athletics, Intimidation, Medicine, and Religion.
- Equipment. You have proficiency with all armor, shields, simple weapons, battleaxes, and warhammers.
Languages
You can speak, read, and write Common, Dwarvish, Elvish, and Goblin.
Attacks
You start with the following weapons, which you can use to make attacks.
- Mace. In melee (against a target within 5 feet of you), you can attack with your mace. Roll
to see if you hit. If you do, the target takes bludgeoning damage. - Handaxe. In melee (against a target within 5 feet of you), you can attack with your handaxe. You can also throw it at a target up to 20 feet of you, or upto 60 feet away with disadvantage on the attack roll. In either case, roll
to see if you hit. If you do, the target takes slashing damage.
Gaining Levels
When you reach a new level, you gain the features for that level.
Hit Dice and Hit Points
With each level you gain, you gain one addition Hit Die (
When you level up, add the new Hit Die to the Hit Dice box on this sheet, and add
Spellcasting advancement
You gain access to more spells as you gain levels. You can prepare a number of spells equal to your level + your Wisdom modifier, as shown in the Spellcasting table. You also gain more spell slots.
Spellcasting table
Cleric Level | Prepared Spells | 1st-Level Slots | 2nd-Level Slots |
---|---|---|---|
1st | 4 | ⏹⏹ | - |
2nd | 5 | ⏹⏹⏹ | - |
3rd | 6 | ⏹⏹⏹⏹ | ⏹⏹ |
2nd-level Features
Channel Divinity. You can channel divine magic from your deity, fuleing one of two effects: Turn Undead or Preserve Life. When you use Channel Divinity, choose which of these effects to create; you must then finish a short or long rest to use Channel Divinity again.
Turn Undead. As an action, you present your holy symbol, and each Undead that can see or hear you within 30 feet of you must succeed on a DC 13 Wisdom saving throw or be 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 end its move in a space within 30 feet of 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 it has nowhere it can move, the creature can use the Dodge action.
Preserve Life. As an action, you present your holy symbol and choose one or more creatures within 30 feet of yourself to heal, then distribute up to 10 hit points among them. This feature can restore a creature to no more than of its hit point maximum.
3rd-level Features
- Spells. You can now prepare and cast 2nd-level spells. In addition to the spells you choose to prepare, you always have two extra spells prepared: lesser restoration and spiritual weapon.
- Preserve Life. When you use Preserve Life, you can now distribute up to 15 hit points.
Cleric Spell List
1st-level Spells
- Bless
- Command
- Cure wounds
- Detect magic (ritual)
- Guiding bolt
- Healing word
- Protection from Evil and Good
- Sanctuary
- Shield of faith
2nd-level Spells
- Hold Person
- Lesser restoration
- Spiritual weapon
Stats
Ability Scores
Ability | Score | Modifier |
---|---|---|
Strength | 14 | +2 |
Dexterity | 8 | -1 |
Constitution | 15 | +2 |
Intelligence | 10 | +0 |
Wisdom | 16 | +3 |
Charisma | 12 | +1 |
Saving Throws
Ability | Modifier | Proficient |
---|---|---|
Strength | +2 | ❌ |
Dexterity | -1 | ❌ |
Constitution | +2 | ❌ |
Intelligence | +0 | ❌ |
Wisdom | +5 | ✅ |
Charisma | +3 | ✅ |
Skills
Skill | Modifier | Proficient |
---|---|---|
Acrobatics (Dex) | -1 | ❌ |
Animal Handling (Wis) | +3 | ❌ |
Arcana (Int) | +0 | ❌ |
Athletics (Str) | +4 | ✅ |
Deception (Cha) | +1 | ❌ |
History (Int) | +0 | ❌ |
Insight (Wis) | +3 | ❌ |
Intimidation (Cha) | +3 | ✅ |
Investigation (Int) | +0 | ❌ |
Medicine (Wis) | +5 | ✅ |
Nature (Int) | +0 | ❌ |
Perception (Wis) | +3 | ❌ |
Performance (Cha) | +1 | ❌ |
Persuasion (Cha) | +1 | ❌ |
Religion (Int) | +2 | ✅ |
Sleight of Hand (Dex) | -1 | ❌ |
Stealth (Dex) | -1 | ❌ |
Survival (Wis) | +3 | ❌ |
Other Stats
Stats | Value |
---|---|
Passive Wisdom (Perception) | 13 |
Proficiency Bonus | +2 |
Armor Class | 18 |
Initiative | -1 |
Speed | 25 ft. |
Hit Points Maximum | 11 |
Hit Dice | 1d8 |
Starting Equipment
Item | Quantity |
---|---|
Coins | 10 gp |
Chain mail | 1 |
Shield | 1 |
Mace | 1 |
Handaxe | 1 |
Holy symbol | 1 |
Backpack | 1 |
Bedroll | 1 |
Mess kit | 1 |
Tinderbox | 1 |
Torches | 10 |
Rations | 10 days |
Waterskin | 1 |
50 feet of hempen rope | 1 |
Insignia of rank | 1 |
Broken blade taken as a trophy from a fallen enemy | 1 |
Set of bone dice | 1 |
Set of common clothes | 1 |
Pouch | 1 |