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Grace Wind-River

6 Level (14000/23000 XP for level-up) Acolyte Background Tiefling Race / Species / Heritage Neutral Good Alignment
Cleric
Level 6
Hit Dice: 6/6
1d8+3 Class 1

STR
15
+2
DEX
11
+0
CON
16
+3
INT
15
+2
WIS
19
+4
CHA
15
+2
50
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30ft Walk
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ... (Points: 9/9 )
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+0 Dexterity
+3 Constitution
+2 Intelligence
+7 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+2 Deception CHA
+2 History INT
+7 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+10 Medicine WIS
+2 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+8 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +2 STR 1d6+2 Bludgeoning
Quarterstaff +2 STR 1d6+2 Bludgeoning
 Versatile
Crossbow, light +2 STR 1d8+2 Piercing
 Ammunition, Loading, Range, Two-Handed
Attacks

Spell Book

Potion of Invisibility, Scale Mail, Shield, Leather, Mace, Quarterstaff, Crossbow light, Crossbow Bolts, Backpack, Blanket, Candle, Climber's Kit, Clothes Common, Rations (1 day), Tent Two-Person, Tinderbox, Waterskin, Amulet, Alms Box, Block of Incense, Censer, Vestments

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 212, Platinum: 0 Money
Common, Infernal, Abyssal, Celestial

Languages & Proficiencies
Aspiration. I seek to prove myself worthy of my gods favor by matching my actions against his or her teachings. (Any)

Ideals
I owe my life to the priest who took me in when my parents died.

Bonds
I am suspicious of strangers and expect the worst of them.

Flaws
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Channel Divinity: Preserve Life
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: Turn Undead


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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