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Fau

5 Level (0/14000 XP for level-up) Haunted One Background Warforged Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 5
Hit Dice: 5/5
1d8+5 Class 1

STR
14
+2
DEX
13
+1
CON
20
+5
INT
10
+0
WIS
20
+5
CHA
15
+2
52
Hit Points
+1
Initiative (DEX)
21
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
18
Passive Perception
1 / 1
Divinity
Spellcasting ...
+8 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+1 Dexterity
+8 Constitution
+0 Intelligence
+8 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+2 Deception CHA
+0 History INT
+5 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
+8 Medicine WIS
+0 Nature INT
+8 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +5 STR 1d6+2 Bludgeoning
 simple, mace
Light Crossbow +4 DEX 1d8+1 Piercing
 loading, range 80/320, two-handed
Attacks

Spell Book

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Life Transference 4d8
 Notes:http://dnd5e.wikidot.com/spell:life-transference
Holy Symbol: Wrench
1 Chest - Value:5gp Weight:25lbs
1 Crowbar - Value:2gp Weight:5lbs
1 Hammer - Value:1gp Weight:3lbs
3 Wooden Stakes - Value:0 Weight:0
1 Holy Symbol - Value:0 Weight:0
1 Flask of Holy Water - Value:25gp Weight:1lb
1 Set of Manacles - Value:2gp Weight:6lbs
1 Steel Mirror - Value:5gp Weight:0.5lb
1 Tinderbox - Value:5sp Weight:1lb
2 Torches - Value:1cp Weight:1lb (individually)
• a backpack

• a blanket

• 10 candles

• a tinderbox

• an alms box

• 2 blocks of incense

• a censer

• vestments

• 2 days of rations

• a waterskin.
A bottle of invisible ink that can only be read at sunset

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 407, Platinum: 0 Money
Common, Goblin, Sylvan, Abyssal

Languages & Proficiencies
I don't run from evil. Evil runs from me.

Personality Traits
Determination. I’ll stop the spirits that haunt me or die trying. (Any)

Ideals
There’s evil in me, I can feel it. It must never be set free.

Bonds
I talk to spirits that no one else can see.

Flaws
You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

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).

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
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.

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Level 1 Spells

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
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: Paladins

Healing Word

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
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: Bard, Cleric, Druid

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

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

PHB

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, up to 1 minute
Damage/Effect: Fire
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.   At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
Available for: Paladin, Ranger

Level 2 Spells

PHB

Aid

2-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a tiny strip of white cloth
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, Cleric, Paladin, Bard, Ranger, Cleric (Peace), Sorcerer (Clockwork Soul), Sorcerer (Divine Soul)

Find Traps

2-level Divination

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed, or poisoned.

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Magic Weapon

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Level 3 Spells

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 1 hour

A 60 foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose any creature, object, or magical effect within range. Make an ability check using your spellcasting ability, adding your proficiency bonus. The DC equals the spell save DC of the spell's caster, the DC of the effect or a DC determined by the DM if neither of the previous options apply, if the spell the creature cast was higher then the level this spell was cast at, minus the difference between the two from your ability check, if the spell the creature cast was lower then the level this spell was cast at add the difference between the two to your ability check. On a success, spell or magical effect fades from the target.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Elemental Weapon

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At higher levels:

When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Protection from Energy

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

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