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Vexx Yarjeit

4 Level (0/6500 XP for level-up) Background Drangonborn Race / Species / Heritage Chaotic Good Alignment
Cleric
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
18
+4
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
18
+4
CHA
8
-1
27
Hit Points
+1
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60/-
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
+4 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+4 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
-1 Deception CHA
+2 History INT
+6 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+6 Medicine WIS
+0 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Royal Spear +12 STR 2d6+4+4 piercing
 One-handed
Royal Spear +12 STR 2d8+4+4 piercing
 Two-handed
Warhammer +12 STR 1d8+4+4 bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame 1 action 60 ft Instantaneous 1d8 VS 1
Spare the Living 1 action 0 ft Instantaneous VS 1
Toll the Dead 1 action 60 ft Instantaneous 1d8 VS 1
Word of Radiance +3 1 action 5 ft Instantaneous 1d6 VM 1

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Bless 1 action 30 ft Concentration VSM 1
Cure Wounds 1 action 0 ft Instantaneous VS 1
Cure Wounds +6 1 action 120 ft Concentration VS 1
Guiding Bolt 1 action 120 ft 1 round 4d6 VS 1
Healing Word 1 bonus action 60 ft Instantaneous V 1
Inflict Wounds 1 action 0 ft Instantaneous 3d10 VS 1
Sanctuary 1 bonus action 30 ft 1 minute VSM 1
Thunderwave +6 1 action 0 ft Instantaneous 2d8 VS 1

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Aid 1 action 30 ft 8 hours VSM 1
Gust of Wind 1 action 60 ft Concentration VSM 1
Lesser Restoration 1 action 0 ft Instantaneous VS 1
Shatter +6 1 action 60 ft Instantaneous 3d8 VSM 1

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


™ & © 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

The statblocks of your class features

Cleric (Tempest Domain)


Hit Points

Hit Dice: d8 per Cleric (Tempest Domain) level
Hit Points at first Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier

Proficiences

Armor: All armor and shields
Weapons: All simple and martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Overview & Creation

See JoCat's guide to the cleric for dungeons and dragons 5th edition


Class Features

Divine Domain: Tempest   Channel Divinity: at 2nd level you gain the channel divinity feature, with at least two effects, turn undead and another determined by your subclass. You must finish a long rest before you regain use of Channel Divinity again. At 6th level. You can use channel divinity twice between long rests and 3 times between lon rests at 18th level.   Channel Divinity: Turn Undead: as a action, you present your holy symbol and every undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If it fails, it is turned for one minute or until it takes damage. A turned creature must spend its action fleeing from you in the quickest route possible and cant willingly move to a space within 30 feet of you. The creature can only take the dash action ir dash action if movement is impossible.   ASI's at 4th, 8th, 12th, 16th and 19th level   Destroy Undead: At 5th level, if an undead creature fails its saving throw against turn undead, it is instantly destroyed if its CR is at or below a specified threshold. 5th = 1/2 or lower, 8th = 1 or lower, 11th = 2 or lower, 14th= 3 or lower, 17th = 4 or lower.   Divine Intervention: at 10th level, roll a d20. If you roll a number equal or lower to your Cleric level, your deity intervenes. You can make a request, but ultimately, the DM describes the nature of the effect, such as a spell. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you decant use it again until you complete a long rest. At 20th level, your call for intervention always succeeds


Starting Equipment

You start with the following equipment in addition to equipment granted by your background: (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priests pack or (b) an explorers pack   Additionally, you can choose tour starting gear from 5d4 × 10 gp   A shield and holy symbol also included no matter what


Spellcasting

Wisdom is spellcasting modifier. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your wisdom modifier.   Cantrips: You know three cleric cantrips at level 1 (and any other obtained through other methods) and learn more at levels 4 and 10.   Preparing Cleric Spells: You can prepare a number of cleric spells equal to your Cleric level + Your Wisdom modifier.   Ritual Casting: You can cast a cleric spell as a ritual if the spell has the ritual tag and you have it prepared.   Spellcasting Focus: You can use a holy symbol as your spellcasting focus.


Subclass Options

Tempest Domain:   Domain Spells: 1st level: Fog Cloud, Thunderwave 2nd level: Gust of Wind, Shatter 3rd Level: Call Lighting, Sleet Storm 4th Level: Control Water, Ice Storm 5th Level: Destrutive Wave, Insect Plague   Bonus Proficiencies: martial weapons, and heavy armor Expanded Spell List: Any spell that deals either only lightning damage or thunder damage is added to your cleric spell list.   Wrath Of The Storm: at 1st level, whenever a creature hits you with an attack, you can use your reaction to cause the creature to make a dexterity saving throw or take 2d8 lightning damage on a failed save or half as much in a success. This damage increase by 1d8 at 5th, 11th, and 17th level. You can use those feature a number of times equal to your Wisdom modifer and regain all expended uses when you finish a long rest.   Channel Divinity: Destructive Wrath: starting a second level, when you roll for lightning or thunder damage, you can instead use your Channel Divinity to deal maximum damage instead of rolling.   Thunderbolt Strike: at 6th level, when you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away.   Divine Strike: At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder or lightning damage to the target. When you reach 14th level, the damage increase to 2d8.   Stormborn: at 17th level, you gain immunity to lightning and thunder damage and gain a flying speed of 60 feet when indoors or underground and 120 feet when outdoors

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Dragonborn

Ability Score Increase +2 Str, +1 Cha
Size Medium
Speed 30ft

Draconic Ancestry - You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the players handbook.   Breath Weapon - You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape. and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save. and half as much damage on a successful one. The damage increases to 3d6 at 6th levei. 4d6 at 11th leveI, and 5d6 at 16th leveI. After you use your breath weapon, you can't use it again until you complete a short or long rest.   Damage Resistance - You have resistance to the damage type associated with your draconic ancestry.
 

Languages. Common, Draconic

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Level 0 Spells

PHB

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S

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).

Class(es): Cleric

Saving ThrowDexterity
1d8 Radiant Damage

Grimlore's Grimoire

Spare the Living

0-level (Cantrip) Necromancy

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

You feed off fragments of life-force from the dying. Select a humanoid that has 0 Hit Points and is not stable that you can see within range. The target must succeed a Death saving throw. On a failure, the creature inches closer to death and you gain a number of temporary Hit Points equal to one of the creature's Hit Dice. Alternatively, you can target a humanoid corpse that has died within the last minute to gain this benefit. You cannot use the same corpse more than once.   You gain one additional Hit Dice worth of temporary Hit Dice at 5th level (2 HD), 11th level (3 HD), and 17th level (4 HD)

Class(es): Warlock, Wizard

Xanathar's Guide to Everything, pg. 169

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 60 ft
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Damage/Save Throw: WIS Save   Description: 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).

Class(es): Cleric, Warlock, Wizard

Xanathar's Guide to Everything, pg. 171

Word of Radiance

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 5 ft.
Duration Instantaneous
Components V, M
Materials A holy symbol.

Damage Type: Radiant   Saving Throws: Constitution   Description: 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).

Class(es): Cleric

Level 1 Spells

PHB

Bless

1-level Enchantment

Casting Time 1 Action
Range 30 feet
Duration Concentration, Concentration, up to 1 minute
Components V S M
Materials (a sprinkling of holy water)

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 nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Cleric, Paladin

Attack Roll or Saving Throw+ 1d4

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o 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.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

PHB

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o 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.

Class(es): Bard, Cleric, Duid, Paladin, Ranger

1d8 + Spellcasting Ability modifierHealing

Player's Handbook

Guiding Bolt

1-level Evocation

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

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Cleric

Basic Rules, pg. 250

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

Damage Type: Healing   Saving Throws: None   Description: 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.

Class(es): Bard, Cleric, Druid, Alchemist

Basic Rules, pg. 253

Inflict Wounds

1-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Damage Type: Necrotic   Saving Throw: Melee   Description: Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class(es): Cleric

PHB pg 272

Sanctuary

1-level Abjuration

Casting Time 1 bonus action
Range 30 Feet
Duration 1 Minute
Components VSM
Materials A small silver mirror

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, this spell ends.

Class(es): Cleric

Basic Rules, pg. 282

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (Cube of 15 ft.)
Duration Instantaneous
Components V, S

Damage Type: Thunder   Attack/Save Throw: CON Save   Description: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard

Level 2 Spells

PHB

Aid

2-level Abjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Class(es): Artificer, Cleric, Paladin, Sorcerer (Divine Soul)

Player's Handbook

Gust of Wind

2-level Evocation

Casting Time 1 action
Range Self (60-foot line)
Duration Concentration, 1 minute
Components V,S,M (a legume seed)

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Class(es): Druid, Sorcerer, Wizard

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Class(es): Bard, Cleric, Druid, Paladin Ranger

Basic Rules , pg. 275

Shatter

2-level Evocation

Casting Time 1 Action
Range 60 ft (10 ft)
Duration Instantaneous
Components V, S, M
Materials A chip of mica.

Damage Type: Thunder   Saving Throws: Constitution   Description: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Bard, Sorcerer, Warlock, Wizard

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