Mar is one of the thirteen Minor Deities. She is a tempest and nature deity. Her fields are the wilderness and the seas.
Deities Overview
At 1st level, you gain proficiency with martial weapons and heavy armor.
Also at 1st level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, when you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
1
Level (0/300 XP for level-up)
Entertainer
Background
Dark Elf (Drow)
Race / Species / Heritage
Chaotic Good
Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+3
Class 1
STR
13
+1
DEX
20
+5
CON
17
+3
INT
14
+2
WIS
14
+2
CHA
19
+4
11
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
4 / 4
Bardic Inspiration
Spellcasting ...
+6
Attack mod
CHA
Ability
+4
Abi Mod
14
Save DC
saving throws
skills
Skills
Attacks
Equipment
Copper: 0,
Silver: 0,
Electrum: 0,
Gold: 25,
Platinum: 0
Money
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.
Tempest Domain
Hit Points
Hit Dice: d8 per Tempest Domain level
Hit Points at first Level: See Cleric
Hit Points at Higher Levels: See Cleric
Proficiences
Armor: See Cleric
Weapons: See Cleric
Tools: See Cleric
Saving Throws: See Cleric
Skills: See Cleric
Subclass Options
Tempest Domain Spells
Cleric Level | Spells |
---|---|
1st | Fog Cloud, Thunderwave |
3rd | Gust of Wind, Shatter |
5th | Call Lightning, Sleet Storm |
7th | Control Water, Ice Storm |
9th | Destructive Wave, Insect Plague |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Wrath of the Storm
Also at 1st level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Destructive Wrath
Starting at 2nd level, when you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Stormborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Azuri Moonblossom
1
Level (0/300 XP for level-up)
Entertainer
Background
Dark Elf (Drow)
Race / Species / Heritage
Chaotic Good
Alignment
Bard
Level 1
Hit Dice: 1/1
1d8+3
Class 1
STR
13
+1
DEX
20
+5
CON
17
+3
INT
14
+2
WIS
14
+2
CHA
19
+4
11
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
4 / 4
Bardic Inspiration
Spellcasting ...
+6
Attack mod
CHA
Ability
+4
Abi Mod
14
Save DC
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
| +1 | Strength |
| +7 | Dexterity |
| +3 | Constitution |
| +2 | Intelligence |
| +2 | Wisdom |
| +6 | Charisma |
saving throws
| +7 | Acrobatics | DEX |
| +2 | Animal Handling | WIS |
| +2 | Arcana | INT |
| +1 | Athletics | STR |
| +4 | Deception | CHA |
| +2 | History | INT |
| +2 | Insight | WIS |
| +4 | Intimidation | CHA |
| +2 | Investigation | INT |
skills
| +2 | Medicine | WIS |
| +2 | Nature | INT |
| +4 | Perception | WIS |
| +8 | Performance | CHA |
| +6 | Persuasion | CHA |
| +2 | Religion | INT |
| +5 | Sleight of Hand | DEX |
| +5 | Stealth | DEX |
| +2 | Survival | WIS |
Skills
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Scimitar | +5 | DEX | 1d8+5 | Slashing | |
Finesse | |||||
Hand Crossbow | +5 | DEX | 1d4+5 | Piercing | |
Light, 30ft Range, Reload. | |||||
Dagger | +5 | DEX | 1d4+5 | S/P | |
Finess, Light |
Attacks
Spell Book
Cantrips | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
NAME | AB | CAST | RNG | DUR | DMG | CMP | # | ||||
Vicious Mockery | +6 | Action | 60 Feet | Instant | 1d4 | Verbal | |||||
Notes: | You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. | ||||||||||
Blade Ward | +6 | Action | Touch | 1 Round | Verbal | ||||||
Notes: | You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. | ||||||||||
Level 1 Spells 2 slots | |||||||||||
NAME | AB | CAST | RNG | DUR | DMG | CMP | # | ||||
Healing Word | +6 | Action | 60 ft | Instant | 1d4+4 | VSM | |||||
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. 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. | ||||||||||
Detect Magic | +6 | Action | 30ft Cone | Concentration (10 Min) | |||||||
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. |
Studded Leather, Scimitar, Dagger, Hand Crossbow, Violin, Backpack, Sleeping Bag, Belt Pouch, Soap, Waterskin, Trail Rations x10, Bolts x30.
Equipment
Copper: 0,
Silver: 0,
Electrum: 0,
Gold: 25,
Platinum: 0
Money
Common, Elvish, Dwarf, 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.
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