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Bandor Doomslight

1 Level (0/300 XP for level-up) Acolyte Background Protector Aasimar Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
11
+0
DEX
15
+2
CON
14
+2
INT
13
+1
WIS
19
+4
CHA
15
+2
10
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+2 Deception CHA
+1 History INT
+6 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+1 Nature INT
+4 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +2 STR 1d6 Bludgeoning
Light Crossbow +4 DEX 1d6+2 Piercing
 Ammunition (range 80/320), loading, two-handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead +6 1 Action 60 ft Instantneous 1d8 (1d12 if target is wounded) VS
 Notes: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).
Spare the Dying +6 1 Bonus Action 30 ft Instantaneous VS
 Notes:As a Grave Cleric I get this for free and can cast it as a bonus action with a range of 30 ft. You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Light +4 1 action 1 hour VM (A firefly or phosphorescent moss)
 Notes:I get this for free due to being an Aasimar. 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.
Guidance +6 1 action Touch Concentration, up to 1 minute VS
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 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.
Sacred Flame +6 1 action 60 ft Instantaneous 1d8 VS
 Notes: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.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Bane +6 1 action 30 ft Concentration, up to 1 minute VSM (A drop of blood)
 Notes:From Grave Domain for free (Always prepared and doesn't count against spell slots). 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.
False Life +6 1 action Self 1 hour 1d4+4 VSM (A small amount of alcohol or distilled spirits)
 Notes:From Grave Domain for free (Always prepared and doesn't count against spell slots). Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Healing Word +6 1 bonus action A creature of your choice that you can see within range (60 ft) Instantaneous 1d4+4 V
 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. 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 1 action Self (30 ft cone) Concentration up 10 mins VS
 Notes:Can be cast as a ritual (+10 mins to casting time). 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Celestial Resistance - You have resistance to necrotic damage and radiant damage.
Darkvision - Blessed with a radiant soul, your vision can easily cut through darkness. 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.
Healing Hands - As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer - You know the Light cantrip. Charisma is your spellcasting ability for it.
Ability Score Increase - Your Wisdom score increases by 1. (18 to 19 for me)
Circle of Mortality - At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave - At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Features & Traits
Shield
Light Crossbow w/20 bolts
Scale mail - 45 lbs.
Explorer's Pack (Backpack, bedroll, mess kit, tinderbox, torch (10),rations (10), waterskin, hempen rope)
Holy Symbol
A prayer book or wheel
5 sticks of incense
Vestments
A set of common clothes
A belt pouch containing 15 gp.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Proficiencies
Light Armor, Medium Armor, Shields
Simple Weapons

Languages:
Common
Celestial
Sylvan
Infernal

Languages & Proficiencies
I see omens in every event and action. The gods try to speak to us, we just need to listen.

Personality Traits
We must help bring about the changes the gods are constantly working in the world. (Chaotic)
I must help prevent death from claiming those whose time has not yet come.

Ideals
Everything I do is for the common people.

Bonds
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Flaws
My reason for adventuring is to track down a necromantic cult known as the Servants of The Damned, led by someone called Soulkeeper.
My unique Aasimar trait is a ghostly halo crowning my head.
I worship Kelemvor - https://www.thievesguild.cc/gods/god?godid=91


Notes

Backstory
At first glance, a well-built human male. But upon closer inspection, I have a faint ghostly halo above my head. I wear black robes underneath scale mail armor and hold a shield with Kelemvor's symbol (Skeleton holding a scale, the symbol of justice).

Appearance


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e PHB

Mace

Weapon

Common

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning 5 ft

Cost: 5gp
Weight: 4 lb

DnD 5e PHB

Crossbow, Light

Weapon

Common

Ammunition, Loading, Two-Handed

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25gp
Weight: 5 lb

DnD 5e PHB

Shield

Armor (Shield)

Common

Type AC STR Req. Stealth Dis.
Shield +2 No

Cost: 10gp
Weight: 6 lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Protector Aasimar

ability score increase: Your Charisma score increases by 2, and your Wisdom score increases by 1.
age: Aasimar mature at the same rate as humans, but they can live up to 160 years.
alignment: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and Celestial.
parent race: Aasimar
race features:
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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 colour in darkness, only shades of grey.   Celestial Resistance. You have resistance to necrotic damage and radiant damage.   Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.   Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.   Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
  • Once you use this trait, you can't use it again until you finish a long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
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. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Cleric

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 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).

SRD

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
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.
Available for: Artificer, Cleric

Player's Handbook

Light

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Touch
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: Artificer, Bard, Cleric, Sorcerer, Wizard

PHB

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 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, Bard (Spirits), Druid (Stars), Sorcerer (Divine Soul)

Level 1 Spells

SRD

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: self
Components: VSM
Materials: A small amount of alcohol or distilled spirits, or focus
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

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

Detect Magic

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V S
Duration: Concentration, Up to 10 minutes
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 it 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

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: VSM
Materials: a drop of blood, or focus
Duration: Concentration, up to 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.
Available for: Bard, Cleric

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