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Fay

1 Level (0/300 XP for level-up) Nobel Background Mark of Healing Halfling Race / Species / Heritage Lawful Good Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
8
-1
DEX
10
+0
CON
13
+1
INT
12
+1
WIS
16
+3
CHA
14
+2
9
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
15/25/-
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+0 Dexterity
+1 Constitution
+1 Intelligence
+5 Wisdom
+4 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+2 Deception CHA
+3 History INT
+5 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
+1 simple weapons STR
+1 light armor STR
+1 medium armor STR
+1 shields STR
skills
+5 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Lucky

  • Halfling Roll a 1d20 -> reroll) attack, ability, saving)


Brave Advantage

  • Halfling -> On saving throws being frightened I have the advantage



Halfling Nimbleness

  • Halfling -> Can go through bigger creatures and bigger creatures can go through me



Naturally Stealthly

  • Halfling -> Attempt to hide/not be seen



Warding Flare

  • Cleric -> bring up divine light between any enemy before they attack x wisdom



Position of Privilege

  • Royalty -> welcomed into high society and people assume I have the right to be wherever I am. Common folk make every effort to accommodate me.



Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

  • Common

  • Halfling

  • Dwarvish

  • French



Languages & Proficiencies
Common Folk love me for my kindness and generosity

Personality Traits
Nobility obligation - it is my duty to care for the people beneath me

Ideals
I will face any challenge to gain approval from my family

Bonds
I have a secret that can ruin my family forever

Flaws
♡ Princess of the Royal Family of the Lotus Shrine
♡ Former shrine attendant to the goddess Kaguya of Light
♡ Ability to channel divine energy directly from deity, using that energy to fuel magical effects
♡ Turn undead, channel divinity
Prepare 7 spells per long rest

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.

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PHB

Halfling

The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.

Small and Practical

The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.   Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.   Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.

Kind and Curious

Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.   Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

Blend into the Crowd

Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.   Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.

Pastoral Pleasantries

Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.   Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
AFFABLE AND POSITIVE Halflings try to get along with everyone else and are loath to make sweeping generalizations—especially negative ones.   Dwarves. “Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?”   Elves. “They’re so beautiful! Their faces, their music, their grace and all. It’s like they stepped out of a wonderful dream. But there’s no telling what’s going on behind their smiling faces—surely more than they ever let on.”   Humans. “Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers—you have to admire their conviction. And by protecting their own lands, they protect us as well.”

Exploring Opportunities

Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.  

Halfling Names

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

Male Names

Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby

Female Names

Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna

Family Names

Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough

Subrace

ability score increase: Your Dexterity score increases by 2.
age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of their second century.
Size: Small
speed: 25ft
Languages: You can speak, read, and write Common and Halfling. The Halfling language isn’t secret
race features:

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave

You have advantage on saving throws against being frightened.

Halfling Nimbleness

You can move through the space of any creature that is of a size larger than yours.

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Level 0 Spells

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5ft
Components: Verbal, Material
Materials: A Holy Symbols
Duration: Instantaneous
Attack/Save: Constitution Save Throw
Damage/Effect: Radiant
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).
Available for: Cleric

PHB

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Player's Handbook p255

Light

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Touch (20ft radius)
Components: V, M
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: Bard, Cleric, Sorcerer, Wizard, Artificer

Level 1 Spells

SRD

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.
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

SRD

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: VSM
Materials: A small parchment with a bit of holy text written on it, or focus
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: Cleric, Paladin

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