Level 1 Githzerai Cleric, Trickery Domain CHARACTER LEVEL, RACE, & CLASS Richard Acolyte BACKGROUND CHARACTER NAME 0 EXPERIENCE Chaotic Neutral Tymora ALIGNMENT DEITY Matthew Craig PLAYER NAME STEALTH DISADVANTAGE ARMOR 15 Chain Shirt STRENGTH +2 PROFICIENCY BONUS 8 N CIE C PROFI AC -1 Strength Y -1 SHIELD +2 Dexterity +2 Intelligence 15 ✘ +5 Wisdom ✘ +2 Charisma Blessing of the Trickster (Action). You can touch a willing creature other than yourself to give it advantage on Stealth checks. This blessing lasts for 1 hour or until you use this feature again. ARMOR CLASS +1 Constitution DEXTERITY Spellcasting. You can cast cleric spells as rituals. You can prepare 4 spells from the cleric spell list. You can use a holy symbol as your spellcasting focus. MAXIMUM HIT DICE 9 TEMPORARY 1d8 CONDITIONAL +2 CURRENT HIT POINTS CONSTITUTION 12 DEATH SAVING THROWS SAVING THROWS SPEED RT PROFI Y N CIE C EXPE +3 Animal Handling (Wis) +1 FLY 30ft. +2 Acrobatics (Dex) VISION CLIMB 0ft. SWIM 0ft. 0ft. INSPIRATION EXHAUSTION +2 Arcana (Int) -1 Athletics (Str) INTELLIGENCE 14 +0 Deception (Cha) +2 History (Int) ✘ +5 Insight (Wis) +0 Intimidation (Cha) +2 SPEED, SENSES, & CONDITIONS +2 Investigation (Int) ✘ WISDOM Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. +5 Medicine (Wis) +2 Nature (Int) 16 +3 Perception (Wis) +0 Performance (Cha) +3 ✘ +2 Persuasion (Cha) ✘ +4 Religion (Int) Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Wisdom is your spellcasting ability for this spell and you don't require components. +2 Sleight of Hand (Dex) CHARISMA +2 Stealth (Dex) 10 +3 Survival (Wis) SKILLS +0 13 PASSIVE PERCEPTION ADVANTAGE INITIATIVE +2 1 Attack / Attack Action NAME Sickle RANGE RACIAL TRAITS ATTACK DAMAGE / TYPE 5 ft +1 vs AC 1d4-1 slashing 80/320 +4 vs AC 1d8+2 piercing Light Crossbow, Light FEATURES & TRAITS Ammunition, Loading, Two-Handed Armor Proficiencies. Light Armor, Medium Armor, Shield Weapon Proficiencies. Simple Weapons Tool Proficiencies. – Languages. Common, Gith, Halfling, Elvish ATTACKS & SPELLCASTING This character sheet was generated by the Aurora Builder. PROFICIENCIES & LANGUAGES Richard CHARACTER NAME Male 25 6'3" 185 lb. GENDER AGE HEIGHT WEIGHT Brown Tan Bald EYES SKIN HAIR NAME The Lady's Hall SYMBOL CHARACTER PORTRAIT ALLIES & ORGANIZATIONS From a young age, Richard felt a deep connection to the teachings and faith of Tymora, the Lady of Luck. He eagerly joined the clergy at The Lady's Hall in Baldur's Gate, immersing himself in the rituals and wisdom of the goddess. Over the years, Richard diligently honed his skills and knowledge under the guidance of the priests, growing ever closer to Tymora's divine presence. Prankster Playful PERSONALITY TRAITS Spread the word and fortune of Tymora (while also having some fun) IDEAL Tymora brings great fortune to all who deserve it and it is important to live by her teachings. BOND As the Sword Coast faced a rise in piracy and raiders, Richard and the clergy recognized the need to bring Tymora's blessings and fortune to the troubled lands. They decided to embark on a journey to Neverwinter, a city in desperate need of divine intervention. Richard, accompanied by a small band of clergymen and women, made their way to the city, with a plan to disperse and spread The Lady's grace throughout the region. Upon arriving in Neverwinter, Richard found himself drawn to a flier seeking members to join a crew bound for Gundarlun, tasked with investigating a disturbance in the area. As he made his way to explore the opportunity, fate intervened when he crossed paths with Isaleigh Brightberry, a female halfling bard adorned with a necklace bearing the symbol of Brandorbaris. Recognizing the connection between the two deities, Richard struck up a conversation with Isaleigh, learning of her recent separation from her previous crew and her desire to join The Voyage. Accompanied by her one-eyed rat companion, Scurvy, Isaleigh eagerly decided to accompany Richard to The Voyage. Arriving at The Voyage, Richard and Isaleigh were introduced to Captain Arveen Greysail, a skilled and adventurous female human swashbuckler. The captain informed them of a disturbance outside of Gundarlun, which their crew had been assigned to investigate. Assured of payment for their participation, Richard, driven by his faith and the church's mission, decided to join the crew. Isaleigh, too, eagerly joined, making sure that Scurvy, her loyal rat companion, could accompany them despite not receiving a share of the payment. Gambler FLAW BACKGROUND STORY Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. BACKGROUND FEATURE Coin with symbols of your god on it TRINKET ADDITIONAL FEATURES This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition. ADVENTURING GEAR # lb Explorer’s Pack Amulet [Sickle] Crossbow, Light Crossbow Bolt [Chain Shirt] 1 10 1 1 1 2 1 5 20 1 1 20 MAGIC ITEMS # ATTUNED MAGIC ITEMS 0 / VALUABLES — GEMS, ART OBJECTS, TRADE GOODS lb 3 # lb COPPER SILVER ELECTRUM GOLD PLATINUM 0 0 0 15 0 ENCUMBRANCE — LIFTING AND CARRYING WEIGHT CARRIED 39.3 lb / CARRY CAPACITY PUSH, DRAG, LIFT 120 lb 240 lb INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT INVENTORY — ITEM DESCRIPTIONS & NOTES ADDITIONAL TREASURE #1 STORED ITEM #2 # lb. STORED ITEM # lb. STORED ITEMS This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition. QUEST ITEMS & TRINKETS Wisdom +5 13 4 SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE Cleric, Trickery Domain Mending CANTRIPS Resistance Spare the Dying 1ST LEVEL 2 SPELL SLOTS ● Cure Wounds ● Protection from Evil and Good ● Charm Person (Always Prepared) ● Command ● Disguise Self (Always Prepared) ● Healing Word Bane Bless Ceremony Create or Destroy Water Detect Evil and Good Detect Magic Detect Poison and Disease Guiding Bolt Inflict Wounds Purify Food and Drink Sanctuary Shield of Faith SPELLCASTING ABILITY Other Spells CANTRIPS Mage Hand (Githzerai) SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE Mage Hand Mending Conjuration Cantrip CASTING TIME 1 action RANGE 30 feet DURATION COMPONENTS Resistance Transmutation Cantrip CASTING TIME RANGE DURATION 1 minute COMPONENTS V, S Abjuration Cantrip CASTING TIME 1 minute RANGE Touch DURATION Instantaneous COMPONENTS V, S, M (two lodestones) 1 action Touch Concentration, up to 1 minute V, S, M (a miniature cloak) A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. This spell repairs a single break or tear in an object you touch, such as 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. You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends. Githzerai Psionics (Githzerai) Spellcasting (Cleric) Spellcasting (Cleric) CASTING TIME RANGE DURATION COMPONENTS Player’s Handbook Player’s Handbook Player’s Handbook Spare the Dying Charm Person Command Necromancy Cantrip 1st-level enchantment 1st-level enchantment 1 action Touch Instantaneous CASTING TIME 1 action CASTING TIME 1 action RANGE 30 feet RANGE 60 feet DURATION 1 hour DURATION 1 round COMPONENTS V, S COMPONENTS V, S V You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. 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. The creatures must be within 30 feet of each other when you target them. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Spellcasting (Cleric) Trickery Domain (Cleric) Prepared (Cleric) CASTING TIME RANGE DURATION COMPONENTS Player’s Handbook Player’s Handbook Cure Wounds Disguise Self 1st-level evocation 1st-level illusion CASTING TIME 1 action RANGE Touch DURATION Instantaneous COMPONENTS V, S Player’s Handbook Healing Word 1st-level evocation CASTING TIME 1 action RANGE Self DURATION 1 hour COMPONENTS V, S 1 bonus action 60 feet Instantaneous V 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. You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. 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. Prepared (Cleric) Trickery Domain (Cleric) Prepared (Cleric) Player’s Handbook Player’s Handbook Player’s Handbook Protection from Evil and Good 1st-level abjuration CASTING TIME RANGE DURATION COMPONENTS 1 action Touch Concentration, up to 10 minutes V, S, M (holy water or powdered silver and iron, which the spell consumes) Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Prepared (Cleric) Player’s Handbook Explorer’s Pack Amulet Equipment Packs Holy Symbol (Coin) Spellcasting Focus Treasure Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons"lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. In Ravnica, citizens refer to their money as zibs and zinos, with 100 zibs to 1 zino. There is no central mint, as coins are created by the Azorius, the Boros. and the Orzhov. 10 lbs. 1 lb. 0 lb. Player’s Handbook Player’s Handbook Sickle Crossbow, Light Weapons Weapons Guildmasters’ Guide to Ravnica Crossbow Bolt Ammunition Crossbow bolts are used with a crossbow to make a ranged attack. 2 lb. Player’s Handbook Chain Shirt Armor Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. 20 lb. Player’s Handbook 5 lb. Player’s Handbook 1/20 lb. Player’s Handbook