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Seraphina Pikmin

5 Level (0/14000 XP for level-up) Sage Background Aasimar Race / Species / Heritage chaotic goood Alignment
Cleric
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
8
-1
DEX
14
+2
CON
16
+3
INT
13
+1
WIS
20
+5
CHA
12
+1
41
Hit Points
+2
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+3 Constitution
+1 Intelligence
+8 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+1 Deception CHA
+4 History INT
+8 Insight WIS
+1 Intimidation CHA
+1 Investigation INT
skills
+8 Medicine WIS
+1 Nature INT
+5 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
mace +2 STR 1d6-1 Bludgeoning
light crossbow +5 DEX 1d8+2 piercing
 20 bolts
flail +2 STR 1d8-1 bludgening
Attacks

Spell Book

class features



Emboldening Bond
Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity
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.

Channel Divinity: Balm of Peace
Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Features & Traits
Explorer's Pack
Includes:
• a backpack
• a bedroll
• a mess kit
• a tinderbox
• 10 torches
• 10 days of rations
• a waterskin
• 50 feet of hempen rope
holy symbol
shield

Equipment: A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch

Ice (Magical 10 noolt
These arrows are cold to the touch. On hit, the target takes 1d8 cold damage and must pass a 15 DC CON saving throw or suffer -10ft to their movement speed and have disadvantage on dex saving throws for 3 rounds (does not stack).

Acid (Magical) 10 noolt
On a hit, the target takes 1d8 acid damage and must pass a 15 DC CON saving throw or suffer -2 to their AC and have disadvantage of con saving throws for 3 rounds (does not stack).

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 139, Platinum: 0 Money
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons

languages
Common
celestial

Languages & Proficiencies
Born of Ice. You have resistance to cold damage.
Frigid Retaliation. Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a 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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Level 0 Spells

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a 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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Toll the Dead

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
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).
Available for: Cleric, Warlock, Wizard

SRD

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V
Duration: up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Available for: Cleric

XGtE

Word of Radiance

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5 feet
Components: V, M
Materials: a holy symbol
Duration: Instantaneous
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

Level 1 Spells

Basic Rules, pg. 248

Guiding Bolt

1-level Evocation

Casting Time: 1 Action
Range/Area: 120 ft
Components: V, S
Duration: 1 Round
Attack/Save: Ranged
Damage/Effect: Radiant
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.
Available for: Cleric, Oath of Glory, The Celestial, Divine Soul

Player's Handbook (Woc)

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
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: Bard, Druid, Cleric, Paladin, Ranger

PHB, page 229

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a drop of water if creating water or a few grains of sand if destroying it
Duration: Duration: Instantaneous
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At Higher Levels.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available for: Cleric, Druid

Player's Handbook (Woc)

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target take 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.
Available for: Cleric

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: Verbal
Duration: 1 round
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 GM 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.
Available for: Cleric, Paladin

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Wisdom saving throw

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 or casts a spell that affects an enemy creature, this spell ends.

Level 2 Spells

Player's Handbook (Woc)

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30 ft
Components: Verbal
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. 
Available for: Cleric

Spiritual Weapon

2-level Evocation

Casting Time: 1 minute
Range/Area: 60ft
Components: V, S
Duration: 1 minute
Attack/Save: melee spell attack
Damage/Effect: force

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.

At higher levels:

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

Available for: Followers of Peilzrit

Blindness/Deafness

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft
Components: V
Duration: 1 minute
Attack/Save: Constitution saving throw

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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