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Gabriel

13 Level (0/140000 XP for level-up) Sage Background Warforged Race / Species / Heritage Lawful Good Alignment
Cleric
Level 13
Hit Dice: 13/13
1d8+1 Class 1

STR
10
+0
DEX
6
-2
CON
12
+1
INT
14
+2
WIS
25
+7
CHA
10
+0
81
Hit Points
-2
Initiative (DEX)
17
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
-2 Dexterity
+1 Constitution
+2 Intelligence
+12 Wisdom
+5 Charisma
saving throws
-2 Acrobatics DEX
+7 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+0 Deception CHA
+7 History INT
+7 Insight WIS
+0 Intimidation CHA
+7 Investigation INT
skills
+12 Medicine WIS
+2 Nature INT
+7 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+7 Religion INT
-2 Sleight of Hand DEX
-2 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +0 STR 1d6 Bludgeoning
Crossbow, Light +0 STR 1d8 Piercing
 Ammunition, Loading, Range, Two-Handed
Attacks
Shield, Chain Mail, Mace, Crossbow Light, Crossbow Bolts, Ink (1 ounce bottle), Backpack, Clothes Common, Amulet, Small Knife, Bedroll, Mess Kit, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common, Celestial, Abyssal, Infernal

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

Player's Handbook

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, Up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll  1d4 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.
Available for: Artificer, Cleric, Druid

Player's Handbook

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a firefly or phosphorescent moss
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard

Player's Handbook, Evolving Cantrips

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.
At higher levels:
  • At 5th level, the spell can partially reconstruct mundane objects, if more than 4/5 of the object is present, or the cumulative corrosive damage to a weapon is no more than -3. For example, you may restore a key that has a small part of the tip missing, or restore a chipped sword.
  • At 11th level, the spell can mend any amount of fragments of an object that could fit in a volume of a 1-foot cube, or a tear that is 3 feet in any dimension, or a weapon destroyed by rust or corrosion.
  • At 17th level, the spell can mend any amount of fragments of an object that could fit in a volume of a 5-foot cube, or a tear that is 10 feet in any dimension.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

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.

XGtE

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: a holy symbol
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

PHB

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a drop of blood
Duration: Concentration, 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

PHB: P. 219

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: A sprinkling of holy water or focus
Duration: Concentration, Up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Cleric, Paladin

Player's Handbook

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

Player's Handbook

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 10 minute
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.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: Instantaneous
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.

Level 2 Spells

PHB

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Concentration, 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
  You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
  Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

PHB

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: fur or a feather from a beast
Duration: Concentration, 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Player's Handbook p255

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, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

PHB

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

PHB

Spiritual Weapon

2-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
  As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

PHB

Warding Bond

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a pair of platinum rings worth 50 gp each, which you and the target must wear for the duration
Duration: 1 hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
  The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Level 3 Spells

PHB

Beacon of Hope

3-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Concentration, 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

PHB

Clairvoyance

3-level Divination

Casting Time: 10 minutes
Range/Area: 1 mile
Components: V, S, M
Materials: a focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing
Duration: Concentration, 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
  When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
  A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

PHB

Create Food and Water

3-level Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

PHB

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

XGtE

Life Transference

3-level Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: Instantaneous
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Level 4 Spells

PHB

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 hours
You touch a creature and grant it a measure of protection from death.
  The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
  If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

PHB page 234.

Divination

4-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V S M
Materials: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes
Duration: Instantaneous
Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.   The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Available for: Cleric

PHB

Guardian of Faith

4-level Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: 8 hours
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
  Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Level 5 Spells

PHB

Dispel Evil and Good

5-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: holy water or powdered silver and iron
Duration: Concentration, 1 minute
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
  You can end the spell early by using either of the following special functions.
  Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
  Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

PHB

Greater Restoration

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: diamond dust worth at least 100 gp, which the spell consumes
Duration: Instantaneous
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

PHB

Mass Cure Wounds

5-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

PHB

Raise Dead

5-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
  This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
  This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
  Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

PHB

Scrying

5-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: V, S, M
Materials: a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Duration: Concentration, 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
 
Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
 
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
  On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
  On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
  Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Level 6 Spells

PHB

Heal

6-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of Healing increases by 10 for each slot level above 6th.
Available for: Cleric, Druid

Level 7 Spells

PHB

Resurrection

7-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Materials: a diamond worth at least 1,000 gp, which the spell consumes
Duration: Instantaneous
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
  This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
  This spell closes all mortal wounds and restores any missing body parts.
  Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
  Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

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