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Korinn

2 Level (435/900 XP for level-up) Hermit Background Dragonborn Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
10
+0
DEX
10
+0
CON
14
+2
INT
12
+1
WIS
15
+2
CHA
14
+2
17
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+2 Deception CHA
+1 History INT
+4 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance +4 1 action Touch 1 minute VSM
Mending +4 1 minute Touch Instant VSM
Spare the Dying +4 1 action Touch Instant VS

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +4 1 action Touch Instant 1d8+2 VS
Healing Word +4 1 bonus 60 feet Instant 1d4+2 V
Purify Food and Water +4 1 action 10 feet Instant VS
Robes, preist's pack, 3 books of lore, holy amulet, 8 religious scrolls, alm's box, healer's kit, flask, bottle of wine, component pouch

Equipment Copper: 76, Silver: 17, Electrum: 0, Gold: 0, Platinum: 0 Money
3 Cantrips
Spellcasting
Common and Draconic

Languages & Proficiencies


™ & © 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

DnD 5e PHB

Priest's Pack

Adventuring Gear Common

Backpack,blanket,candle (10),tinderbox,alms box,block of incense (2),censer,vestments,rations (2),waterskin

Cost: 19gp Weight: 24 lbs


 

DnD 5e SRD

Flask

Adventuring Gear Common

A flask or tankard can hold 1 pint of liquid.

Cost: 2cp Weight: 1lb


 

DnD 5e SRD

Healer's Kit

Adventuring Gear Common

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Cost: 3gp Weight: 5lb


 

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: All Simple Weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.


Class Features

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is 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 move to 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 there’s nowhere to move, the creature can use the Dodge action.
 


Starting Equipment

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol


Spellcasting

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 o f a level for which you have spell slots.   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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Subclass Options

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, War, Arcana (SCAG), Forge (Xan), and Grave (Xan). Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
 

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

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

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.

Class(es): Cleric, Druid

Mending

0-level (Cantrip) Transmutation

Casting Time 1 action
Range Touch
Duration Instantanious
Components V, S, M
Materials Two lodestones

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.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

Level 1 Spells

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

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

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit pints 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

Class(es): Bard, Cleric, Druid

1d4+SpellcastingAbilityModifier Healing

PHB, page 270. Available in the SRD.

Purify Food and Water

1-level Transmutation

Casting Time 1 action
Range 10 ft.
Duration Instantaneous
Components V, S

All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Artificer, Cleric, Druid, Paladin

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simoncawley15.

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