Type
Player Character

Races
Half-Elf

Races
Human (ancestral)

Races
Elf (ancestral)

Races
Wood Elf (ancestral)

Races
Hermit (background)

Families
Cooper

Families
Blackeagle

Gender
Male

Pronouns
He/Him

Background Features

Discovery (Hermit) - Background Feature

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

Life of Seclusion (Hermit) - Background Feature

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose to roll on the table below to determine the reason behind your seclusion.

d8Life of Seclusion
1I was searching for spiritual enlightenment.
2I was partaking of communal living in accordance with the dictates of a religious order.
3I was exiled for a crime I didn't commit.
4I retreated from society after a life-altering event.
5I needed a quiet place to work on my art, literature, music, or manifesto.
6I needed to commune with nature, far from civilization.
7I was the caretaker of an ancient ruin or relic.
8I was a pilgrim in search of a person, place, or relic of spiritual significance.

Class Features

Channel Divinity (Cleric) - Class Feature

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.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

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.

Channel Divinity: 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.

Class Table (Cleric) - Class Feature

You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The ClericSpell Slots per Spell Level
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32--------
2nd+2Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional)33--------
3rd+2342-------
4th+2Ability Score Improvement, Cantrip Versatility (Optional)443-------
5th+3Destroy Undead (CR 1/2)4432------
6th+3Channel Divinity (x2), Divine Domain feature4433------
7th+344331-----
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature, Cantrip Versatility (Optional)44332-----
9th+4443331----
10th+4Divine Intervention543332----
11th+4Destroy Undead (CR 2)5433321---
12th+4Ability Score Improvement, Cantrip Versatility (Optional)5433321---
13th+554333211--
14th+5Destroy Undead (CR 3)54333211--
15th+5543332111-
16th+5Ability Score Improvement, Cantrip Versatility (Optional)543332111-
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (x3)5433331111
19th+6Ability Score Improvement, Cantrip Versatility (Optional)5433332111
20th+6Divine Intervention improvement5433332211

Divine Domain (Cleric) - Class Feature

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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.

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Note: Nature Domain

Spellcasting (Cleric) - Class Feature

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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 of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

Acolyte of Nature (Nature Domain) - Subclass Feature

At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Channel Divinity: Charm Animals and Plants (Cleric) - Subclass Feature

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Nature Domain Spells (Nature Domain) - Subclass Feature

Faction Features

Biased Balance (Emerald Enclave) - Faction Feature

When deciding whether to intervene in a conflict that affects both humanoids and the natural environment, you must succeed on a DC 10 Wisdom saving throw or default to protecting the natural world, giving you disadvantage on ability checks made to assist humanoid-focused outcomes during that scene.

Note: Emerald Enclave Flaw

Field Tiller (Church of Chauntea) - Faction Feature

You gain advantage on one Wisdom (Survival) check per long rest to assess natural conditions: soil quality, crop viability, incoming weather, animal behavior, or signs of blight.

Note: Rank 1 Feature

Gentle Heart (Church of Chauntea) - Faction Feature

Whenever you attempt to intimidate, threaten, or coerce someone—especially a farmer, laborer, villager, or nonhostile creature—you roll with disadvantage on Charisma (Intimidation) checks. You have been conditioned to preserve peace, avoid cruelty, and act with mercy, even when firmness would serve you better.

Note: Church of Chauntea Flaw

Warden of the Wild (Emerald Enclave) - Faction Feature

You gain proficiency in one of the following skills: Nature, Animal Handling, or Survival.

In addition, you can always find enough food and fresh water for yourself and up to five other creatures each day, provided you are in a natural outdoor environment.

Note: Rank 1 Feature

Feats

Healer (Feat) - Feat

Source: Player's Handbook

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a Healer's Kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Magic Initiate (Feat) - Feat

Source: Unknown


Choose a class: Bard, Cleric, Druid, Sorcerer, Warlock, Witch or Wizard. You learn two cantrips of your choice from that class's spell list.


In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.


Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Note: Sorcerer: control flames, earth tremor, chaos bolt

War Caster (Feat) - Feat

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Source: Unknown

Lycanthropy Features

Keen Hearing and Smell (Werewolf) - Lycanthropy Feature

You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Species Features

Darkvision (Half-Elf) - Species Feature

Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry (Half-Elf) - Species Feature

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Half-Elf Versatility (Half-Elf) - Species Feature

Choose one of the following traits:

  • Skill Versatility (General). You gain proficiency in two skills of your choice.
  • Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet.
  • Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
  • Swim Speed (Aquatic Elf Heritage). You have a swimming speed of 30 feet.

Spells

Druidcraft - 0 Level

Source: Player's Handbook

Transmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

Spell Lists. Druid

Moon Bolt - 0 Level

Evocation cantrip


Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous


A silver bolt of moonlight launches toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage. Until the end of your next turn the target sheds dim light in a 5 ft radius.


This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Spell Lists. Cleric, Druid

Spare the Dying - 0 Level

Source: Player's Handbook

Necromancy cantrip

Casting Time: 1 action
Range: 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.

Spell Lists. Artificer, Cleric

Toll the Dead - 0 Level

Source: Xanathar's Guide to Everything

Necromancy cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Spell Lists. Cleric, Warlock, Wizard

Animal Friendship - 1st Level

Source: Player's Handbook

1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Spell Lists. Bard, Druid, Ranger

Ceremony - 1st Level

1st-level evocation (ritual)


Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous (see below)


You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.


* Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.


Spell Lists. Cleric, Paladin

Cure Wounds - 1st Level

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: 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.

Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger

Sanctuary - 1st Level

Source: Player's Handbook

1st-level abjuration

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Spell Lists. Artificer, Cleric

Speak with Animals - 1st Level

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Spell Lists. Bard, Druid, Ranger

Prayer of Healing - 2nd Level

Casting Time: 10 minutes
Range: 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.

Spiritual Weapon - 2nd Level

Casting Time: 1 bonus action
Range: 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.