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Eaky Timbers

3 Level (1186/2700 XP for level-up) Acolyte Background Rock Gnome Race / Species / Heritage Lawful Good Alignment
Life Cleric
Level 2
Hit Dice: 2/2
1d8+2 Class 1
Holy Dragon Rider
Level 1
Hit Dice: 1/1
1d8+2 Class 2

STR
7
-2
DEX
11
+0
CON
15
+2
INT
16
+3
WIS
16
+3
CHA
13
+1
30
Hit Points
+0
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+0 Dexterity
+2 Constitution
+3 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
-2 Athletics STR
+1 Deception CHA
+3 History INT
+5 Insight WIS
+1 Intimidation CHA
+3 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +2 DEX 1d6 Piercing
 Simple, Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Spare the Dying 1 Action Touch Instantaneous V,S
 Notes:The caster touches a living creature that has 0 HP. The creature becomes stable.
Sacred Flame +5 1 Action 60 Ft Instantaneous 1d8 V,S
 Notes:The target must succeed on a Dexterity saving throw or take 1d8 Radiant Damage. Hits through all cover.
Virtue 1 Action Touch 1 Round 1d4+5 V,S
 Notes:If the target has at least 1 HP, it gains a number of temporary HP equal to 1d4 + the caster's spellcasting ability modifier. The temporary HP are lost when the spell ends.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Bless 1 Action 30 Ft 1 Minute V,S,M
 Notes:The caster can bless up to three creatures of their choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a 1d4 and add the number rolled to the attack roll or saving throw.
Cure Wounds 1 Action Touch Instantaneous 1d8+5 V,S
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
Shield of Faith 1 Bonus Action 60 Ft 10 Minutes V,S,M
 Notes:A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Racial Traits


Darkvision
Accustomed to life underground, Rock Gnomes have superior vision in dark and dim conditions. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can’t discern color in darkness, only shades of gray.
Gnome Cunning
Rock Gnomes have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer’s Lore
Whenever Rock Gnomes make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, they can add twice their proficiency bonus, instead of any proficiency bonus they might normally apply.
Tinker
Rock Gnomes have proficiency with artisan’s tools (tinker’s tools). Using those tools, they can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless they spend 1 hour repairing it to keep the device functioning), or when they use their action to dismantle it; at that time, they can reclaim the materials used to create it. They can have up to three such devices active at a time.
When a device is created, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of the Rock Gnome's turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which the Rock Gnome can use to light a candle, torch, or campfire. Using the device requires an action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Class/Subclass Traits


Divine Domain
When a believer becomes a Cleric at 1st level they choose a Domain shaped by their choice of deity and the gifts that this deity grants them. This choice of Domain grants the Cleric Domain Spells and other features when they choose it at 1st level. It also grants them additional ways to use Channel Divinity when they gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. See the end of this article for a list of available Domains.
Domain Spells
Each Domain has its own list of spells that a Cleric gains access to at the levels noted in the Domain's description. Once a Cleric gains a Domain Spell, they always have it prepared, and it doesn't count against the normal number of spells that they can prepare each day.
Channel Divinity
At 2nd level, Clerics gain the ability to channel divine energy directly from their deity, using that energy to fuel magical effects. Every Cleric starts with two such effects: Turn Undead and an effect determined by their domain. Some domains grant additional effects as a Cleric advances in levels, as noted in the Domain's description.
When a Cleric uses their Channel Divinity, they choose which effect to create. They must then finish a short or long rest before they can use their Channel Divinity again.
Some Channel Divinity effects require saving throws. When a Cleric creates such an effect, the DC equals the Cleric's spell save DC.
Beginning at 6th level, Cleric's can use their Channel Divinity twice between rests, and beginning at 18th level, they can use it three times between rests. When they finish a short or long rest, they regain all expended uses.
Turn Undead
As an action, a Cleric presents their holy symbol and speaks a prayer censuring the Undead around them. Each Undead that can see or hear the Cleric within 30 feet 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 the Cleric as it can, and it can't willingly move to a space within 30 feet of the Cleric. 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.
Harness Divine Power
Also at 2nd level, Clerics can expend one use of their Channel Divinity to fuel their spells. As a bonus action, a Cleric touches their holy symbol, utters a prayer, and regains one expended spell slot, the level of which can be no higher than half their proficiency bonus (rounded up). The number of times a Cleric can use this feature is based on the level they've reached: 2nd level, once; 6th level, twice; and 18th level, thrice. They regain all expended uses when they finish a long rest.
Bonus Proficiency
When a Cleric chooses the Life domain at 1st level, they gain proficiency with Heavy Armor.
Disciple of Life
Also starting at 1st level, Life Clerics healing spells are more effective. Whenever they use a spell of 1st level or higher to restore HP to a creature, the creature regains additional HP equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, Life Clerics can use their Channel Divinity to heal the badly injured.
As an action, they present their holy symbol and evoke healing energy that can restore a number of HP equal to five times their level. Choosing any creatures within 30 feet of themselves, the Life Cleric divides that HP among them. This feature can restore a creature to no more than half of its maximum HP. The Life Cleric can't use this feature on an undead or a construct.
Dragon Companion
At 1st level, a Rider is bonded with their Dragon Companion to grow, level, explore, and fight by their side. This dragon does not grow like any other, as it will grow to fit their bonded Rider. They will also grow to share alignment with their Riders. A Dragon Companion operates on their Rider's initiative and shares their actions. On the Dragon Rider's turn, they may command their Dragon Companion to move or to take the Dash, Dodge, or Disengage Actions without sacrificing any movement or Action from the Rider. To direct their Dragon Companion's attack, the Rider must sacrifice their own attack.
The bond ties both the minds and the bodies of Dragon and Rider, and the two now share a pool of HP. Neither can be permanently killed unless both Dragon and Rider are killed. Additionally, Riders gain the ability to communicate telepathically with their companion while they are within 1 mile of each other.
The Dragon Companions Article dictates what Draconic Bonuses, additional Hit Dice, and Spells the Dragon Companion gains upon leveling up or that they bestow upon their Rider.

Background Traits


Shelter of the Faithful
Acolytes command the respect of those who share their faith, and they can perform the religious ceremonies of their deity. They and their adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of the Acolyte's faith, though they must provide any material components needed for spells (or donate gp equivalent to the cost of the materials). Those who share an Acolyte's religion will support them (but only them) at a modest lifestyle.
Acolytes might also have ties to a specific temple or church dedicated to their chosen deity or pantheon, and have a residence there. This could be the temple where the Acolyte served, if they remain on good terms with them, or perhaps a temple where the Acolyte has made a new home. While near their temple, Acolytes can call upon the priests for assistance, provided the assistance they seek isn't particularly hazardous or would remove the Acolyte's good standing with the temple.

Features & Traits
Special


Misc
Backpack, Healer's Kit, Holy Symbol

Loot
Chain Mail, Longsword, Buckler Shield

Equipment Copper: 0, Silver: 80, Electrum: 0, Gold: 30, Platinum: 0 Money
Languages
Common, Gnomish, Dwarven, Draconic

Proficiencies
Light Armor, Medium Armor, Heavy Armor, Shields, Simple Weapons

Languages & Proficiencies


™ & © 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

Player's Handbook (2014)

Breastplate

Armor (Medium)

Common

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Type AC STR Req. Stealth Dis.
Medium 14 + Dex Modifier None No

Cost: 150 gp
Weight: 20 lbs

Player's Handbook (2014)

Shortsword

Weapon

Common

Finesse, Light

A light, finesse melee weapon with a straight or slightly curved blade, often used for quick strikes and precise attacks. It's favored by scouts and duelists for its balance of speed and lethality.

Type Damage Damage Range
Simple Melee 1d6 Piercing

Cost: 10 gp
Weight: 2 lbs

Homebrew (Marqueso)

Kite Shield

Armor (Shield)

Common

Heavy

A kite shield, also known as a teardrop shield, is a heavier successor to the classic round shield, extending downward into a point at the base. To help compensate for the additional weight, kite shields are fitted with straps through which the arm is secured, rather than being held only by a handle behind the central of the shield. You can benefit from only one shield at a time.

Unwieldy: Though Kite Shields were developed for use by mounted cavalry, they can still be wielded by foot soldiers. While someone is wielding a Kite Shield, their movement speed is decreased by 5 feet. Additionally, it takes an Action to don or duff the Kite Shield during combat.

Purpose-Built: Kite Shields are designed to protect both mount and rider in combat. While someone is wielding a Kite Shield and mounted, their mount receives a +2 bonus to its AC.

Type AC STR Req. Stealth Dis.
Shield +3 None Yes

Cost: 40 gp
Weight: 10 lbs

The statblocks of your class features

Player's Handbook (2014)

Cleric

Arms and eyes upraised toward the sun and a prayer on his lips, an Elf begins to glow with an inner light that spills out to heal his battle-worn companions.   Chanting a song of glory, a Dwarf swings his axe in wide swaths to cut through the ranks of Orcs arrayed against him, shouting praise to the gods with every foe’s fall.   Calling down a curse upon the forces of undeath, a Human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.   Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, Clerics strive to embody the handiwork of their deities. No ordinary priest, a Cleric is imbued with divine magic.   Healers and Warriors
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a higher calling.   Harnessing divine magic doesn’t rely on study or training. A Cleric might learn formulaic prayers and ancient rites, but the ability to cast Cleric spells relies solely on devotion and an intuitive sense of a deity’s wishes.   Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, Clerics depend on their combat training to let them wade into melee with the power of the gods on their side.   Divine Agents
Not every acolyte or officiant at a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some countries, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True Clerics are rare in most hierarchies.   When a Cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many Clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.   Most adventuring Clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a Cleric’s aid, or a high priest might be in a position to demand it.
hit dice: 1d8
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution modifer per Cleric level after 1st
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from History, Insight, Medicine, Persuasion and Religion
starting equipment:
Clerics start with the following equipment, in addition to the equipment granted by their background:

  • (a) a mace or (b) a warhammer (if proficient)

  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

  • (a) a light crossbow and 20 bolts or (b) any simple weapon

  • (a) a priest’s pack or (b) an explorer’s pack

  • A shield and a holy symbol


spellcasting:
As a conduit for divine power, Clerics naturally cast Cleric spells.   Cantrips
At 1st level, Clerics know three cantrips of their choice from the Cleric spell list. They learn additional Cleric cantrips of their choice at higher levels, as shown in the "Cantrips Known" column of the Cleric table.   Preparing and Casting Spells
The Cleric table shows how many spell slots a Cleric has of 1st level and higher. To cast one of these spells, they must expend a slot of the spell’s level or higher. They regain all expended spell slots when they finish a long rest.   Clerics prepare a list of spells that are available for them to cast each day, choosing from the Cleric spell list. When they do so, they must choose a number of Cleric spells equal to their Wisdom modifier + their Cleric level (minimum of one spell). The spells must be of a level for which they have spell slots.   For example, if a Cleric was at 3rd-level, they would have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, their list of prepared spells can include six spells of 1st or 2nd level, in any combination. If they prepare the 1st-level spell Cure Wounds, they can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from their list of prepared spells.   Clerics can change their list of prepared spells when they 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 their list.   Spellcasting Ability
Wisdom is the spellcasting ability for Cleric spells. The power of their spells comes from their devotion to their deity. They use their Wisdom whenever a Cleric spell refers to "Spellcasting Ability". In addition, Clerics use their Wisdom modifier when setting the saving throw DC for a Cleric spell and when making an attack roll with one.  
Spell save DC = 8 + A Cleric's proficiency bonus + Their Wisdom modifier
Spell attack modifier = A Cleric's proficiency bonus + Their Wisdom modifier
Ritual Casting
Cleric's can cast a Cleric spell as a ritual if that spell has the ritual tag and they have the spell prepared.   Spellcasting Focus
Cleric's can use a holy symbol as a spellcasting focus for their Cleric spells.
class features:
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain Feature 3 3
3rd +2 - 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain Feature 4 4 3 3
7th +3 - 4 4 3 3 1
8th +3 Ability Score Improvement, Destory Undead (CR 1), Divine Domain Feature 4 4 3 3 2
9th +4 - 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 - 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 - 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1
Divine Domain
When a person becomes a Cleric, they must choose one of the following domains related to their deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed in the Subclass options section, and each one provides examples of gods associated with it. A Cleric's choice grants them domain spells and other features when they choose it at 1st level. It also grants them additional ways to their Channel Divinity when they gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.   Domain Spells
Each domain has a list of spells that Clerics gain at the Cleric levels noted in the domain description. Once they gain a domain spell, they always have it prepared, and it doesn’t count against the number of spells they can prepare each day.   If a Cleric has a domain spell that doesn’t appear on the Cleric spell list, the spell is nonetheless considered a Cleric spell for them.   Channel Divinity
At 2nd level, Cleric's gain the ability to channel divine energy directly from their deity, using that energy to fuel magical effects. They start with two effects: Turn Undead and an effect determined by their domain. Some domains grant additional effects as a Cleric advances in levels, as noted in the domain description.   When a Cleric uses their Channel Divinity, they choose which effect to create. They must then finish a short or long rest before they can use their Channel Divinity again.   Some Channel Divinity effects require saving throws. When a Cleric uses such an effect, the DC equals their Cleric spell save DC.   Beginning at 6th level, Clerics can use Channel Divinity twice between rests, and beginning at 18th level, they can use it three times between rests. When they finish a short or long rest, they regain their expended uses.   Channel Divinity: Turn Undead
As an action, a Cleric can present their holy symbol and speak a prayer censuring the undead. Each undead that can see or hear the Cleric within 30 feet 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 as it can, and it can’t willingly move to a space within 30 feet of the creature who turned it. 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.   Ability Score Improvement
When a Cleric reaches 4th level, and again at 8th, 12th, 16th, and 19th level, they can increase one ability score of their choice by 2, or they can increase two ability scores of their choice by 1. As normal, they can’t increase an ability score above 20 using this feature.   Destroy Undead
Starting at 5th level, when an undead fails its saving throw against a Cleric's Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table below.            
Cleric Level Destroys Undead of CR:
5th CR 1/2 or lower
8th CR 1 or lower
11th CR 2 or lower
14th CR 3 or lower
17th CR 4 or lower
Divine Intervention
Beginning at 10th level, a Cleric can call on their deity to intervene on their behalf when their need is sufficiently great.   Imploring their deity’s aid requires a Cleric to use an action. They must describe the assistance they seek, and roll percentile dice. If they roll a number equal to or lower than their Cleric level, their deity will intervene. The DM chooses the nature of the intervention.   If a Cleric's deity intervenes, they can’t use this feature again for 7 days. Otherwise, they can use it again after they finish a long rest.   At 20th level, a Cleric's call for intervention succeeds automatically, no roll required.
subclass options:

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. Cleric's choose one aspect of their deity’s portfolio to emphasize, and they are granted powers related to that domain.   Their choice might correspond to a particular sect dedicated to their deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, a Cleric's choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to them most.   Each domain’s description gives examples of deities who have influence over that domain.     Knowledge Domain
The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.   Knowledge Domain Spells  
Cleric Level Spells
1st Command, Identify
3rd Augury, Suggestion
5th Nondetection, Speak with Dead
7th Arcane Eye, Confusion
9th Legend Lore, Scrying
Blessings of Knowledge
At 1st level, a Knowledge Domain Cleric learns two languages of their choice. They also become proficient in two of the following skills: Arcana, History, Nature, or Religion.   Their proficiency bonus is doubled for any ability check they make that uses either of those skills.   Channel Divinity: Knowledge of the Ages
Starting at 2nd level, a Knowledge Domain Cleric can use their Channel Divinity to tap into a divine well of knowledge. As an action, they can choose one skill or tool. For 10 minutes, they have proficiency with the chosen skill or tool.   Channel Divinity: Read Thoughts
At 6th level, a Knowledge Domain Cleric can use their Channel Divinity to read a creature’s thoughts. They can then use their access to the creature’s mind to command it.   As an action, the Cleric chooses one creature that they can see within 60 feet. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, the Cleric can’t use this feature on it again until they finish a long rest.   If the creature fails its save, the Cleric can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet. This effect lasts for 1 minute.   During that time, the Cleric can use their action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.   Potent Spellcasting
Starting at 8th level, Knowledge Domain Cleric's add their Wisdom modifier to the damage they deal with any Cleric cantrip.   Visions of the Past
Starting at 17th level, Knowledge Domain Cleric's can call up visions of the past that relate to an object they hold or to their immediate surroundings. They must spend at least 1 minute in meditation and prayer, then they receive dreamlike, shadowy glimpses of events. They can meditate in this way for a number of minutes equal to their Wisdom score and must maintain concentration during that time, as if they were casting a spell.   Once a Knowledge Domain Cleric uses this feature, they can’t use it again until they finish a short or long rest.   Object Reading
Holding an object as they meditate, a Knowledge Domain Cleric can see visions of the object’s previous   After meditating for 1 minute, they learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to the Knowledge Domain Cleric's Wisdom score), they can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading
As they meditate, a Knowledge Domain Cleric sees visions of recent events in their immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to their Wisdom score. For each minute they meditate, they learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in the current situation.     Life Domain
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).   Life Domain Spells  
Cleric Level Spells
1st Bless, Cure Wounds
3rd Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead
Bonus Proficiency
When a Cleric chooses this domain at 1st level, they gain proficiency with Heavy armor.   Disciple of Life
Also starting at 1st level, a Life Domain Cleric's healing spells are more effective. Whenever they use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.   Channel Divinity: Preserve Life
Starting at 2nd level, a Life Domain Cleric can use their Channel Divinity to heal the badly injured.   As an action, they present their holy symbol and evoke healing energy that can restore a number of hit points equal to five times their Cleric level. Choose any creatures within 30 feet, 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.   Blessed Healer
Beginning at 6th level, the healing spells a Life Domain Cleric casts on others heal them as well. When they cast a spell of 1st level or higher that restores hit points to a creature other than themselves, they regain hit points equal to 2 + the spell’s level.   Divine Strike
At 8th level, a Life Domain Cleric gains the ability to infuse their weapon strikes with divine energy. Once on each of their turns when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 radiant damage. When they reach 14th level, the extra damage increases to 2d8.   Supreme Healing
Starting at 17th level, when a Life Domain Cleric would normally roll one or more dice to restore hit points with a spell, they instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.     Light Domain
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.   Light Domain Spells  
Cleric Level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying
Bonus Cantrip
When a Cleric chooses this domain at 1st level, they gain the Light cantrip if they don’t already know it. This cantrip doesn’t count against the number of Cleric cantrips they know.   Warding Flare
Also at 1st level, a Light Domain Cleric can interpose divine light between themselves and an attacking enemy. When they are attacked by a creature within 30 feet of them that they can see, they can use their reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.   A Light Domain Cleric can use this feature a number of times equal to their Wisdom modifier (a minimum of once). They regain all expended uses when they finish a long rest.   Channel Divinity: Radiance of the Dawn
Starting at 2nd level, a Light Domain Cleric can use their Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to their foes.   As an action, they present their holy symbol, and any magical darkness within 30 feet of them is dispelled. Additionally, each hostile creature within 30 feet must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + the Light Domain Cleric's level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover is not affected.   Improved Flare
Starting at 6th level, a Light Domain Cleric can also use their Warding Flare feature when a creature that they can see within 30 feet attacks another creature other than the Light Domain Cleric.   Potent Spellcasting
Starting at 8th level, a Light Domain Cleric adds their Wisdom modifier to the damage they deal with any Cleric cantrip.   Corona of Light
Starting at 17th level, a Light Domain Cleric can use their action to activate an aura of sunlight that lasts for 1 minute or until they dismiss it using another action. They emit bright light in a 60-foot radius and dim light 30 feet beyond that. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.     Nature Domain
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.   Nature Domain Spells  
Cleric Levels Spells
1st Animal Friendship, Speak with Animals
3rd Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th Insect Plague, Tree Stride
Acolyte of Nature
At 1st level, Nature Domain Clerics learn one Druid cantrip of their choice. This cantrip counts as a Cleric cantrip, but it doesn’t count against the number of Cleric cantrips they know. They also gain proficiency in one of the following skills: Animal Handling, Nature, or Survival.   Bonus Proficiency
Also at 1st level, Nature Domain Clerics gain proficiency with Heavy Armor.   Channel Divinity: Charm Animals and Plants
Starting at 2nd level, Nature Domain Clerics can use their Channel Divinity to charm animals and plants.   As an action, they present their holy symbol and invoke the name of their deity. Each beast or plant creature that the Cleric can see within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed for 1 minute or until it takes damage. While it is charmed, it is friendly to the Cleric and other creatures the Cleric designates.   Dampen Elements
Starting at 6th level, when a Nature Domain Cleric or a creature within 30 feet of them takes acid, cold, fire, lightning, or thunder damage, the Cleric can use their reaction to grant resistance to the creature that took damage against that instance of damage.   Divine Strike
At 8th level, a Nature Domain Cleric gains the ability to infuse their weapon strikes with divine energy. Once on each of their turns when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (their choice) to the target. When they reach 14th level, the extra damage increases to 2d8.   Master of Nature
At 17th level, Nature Domain Clerics gain the ability to command animals and plant creatures. While creatures are charmed by the Cleric's Charm Animals and Plants feature, they can take a bonus action on their turn to verbally command what each of those creatures will do on its next turn.     Tempest Domain
Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.   Tempest Domain Spells
Cleric Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Destructive Wave, Insect Plague
Bonus Proficiencies
At 1st level, a Tempest Domain Cleric gains proficiency with martial weapons and heavy armor.   Wrath of the Storm
Also at 1st level, a Tempest Domain Cleric can thunderously rebuke attackers. When a creature within 5 feet of them that the Cleric can see hits them with an attack, they can use their reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (the Cleric's choice) on a failed saving throw, and half as much damage on a successful one.   A Tempest Domain Cleric can use this feature a number of times equal to their Wisdom modifier (a minimum of once). They regain all expended uses when they finish a long rest.   Channel Divinity: Destructive Wrath
Starting at 2nd level, a Tempest Domain Cleric can use their Channel Divinity to wield the power of the storm with unchecked ferocity.   When they roll lightning or thunder damage, they can use their Channel Divinity to deal maximum damage, instead of rolling.   Thunderbolt Strike
At 6th level, when a Tempest Domain Cleric deals lightning damage to a Large or smaller creature, the Cleric can also push it up to 10 feet away from them.   Divine Strike
At 8th level, a Tempest Domain Cleric gains the ability to infuse their weapon strikes with divine energy. Once on each of their turns when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 thunder damage to the target. When they reach 14th level, the extra damage increases to 2d8.   Stormborn
At 17th level, a Tempest Domain Cleric has a flying speed equal to their current walking speed whenever they are not underground or indoors.     Trickery Domain
Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Carl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.   Trickery Domain Spells
Cleric Level Spells
1st Charm Person, Disguise Self
3rd Mirror Image, Pass without Trace
5th Blink, Dispel Magic
7th Dimension Door, Polymorph
9th Dominate Person, Modify Memory
Blessing of the Trickster
Starting when they choose this domain at 1st level, a Trickery Domain Cleric can use their action to touch a willing creature other than themselves to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until the Cleric uses this feature again.   Channel Divinity: Invoke Duplicity
Starting at 2nd level, a Trickery Domain Cleric can use their Channel Divinity to create an illusory duplicate of themselves.   As an action, they can create a perfect illusion of themselves that lasts for 1 minute, or until they lose their concentration (as if they were concentrating on a spell). The illusion appears in an unoccupied space that the Cleric can see within 30 feet. As a bonus action on their turn, they can move the illusion up to 30 feet to a space they can see, but it must remain within 120 feet.   For the duration, they can cast spells as though they were in the illusion’s space, but they must use their own senses. Additionally, when both they and their illusion are within 5 feet of a creature that can see the illusion, the Cleric has advantage on attack rolls against that creature, given how distracting the illusion is to the target.   Channel Divinity: Cloak of Shadows
Starting at 6th level, a Trickery Domain Cleric can use their Channel Divinity to vanish.   As an action, they become invisible until the end of their next turn. they become visible if they attack or cast a spell.   Divine Strike
At 8th level, Trickery Domain Clerics gain the ability to infuse their weapon strikes with poison — a gift from their deity. Once on each of their turns when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 poison damage to the target. When they reach 14th level, the extra damage increases to 2d8.   Improved Duplicity
At 17th level, a Trickery Domain Cleric can create up to four duplicates of themselves, instead of one, when they use Invoke Duplicity. As a bonus action on their turn, they can move any number of them up to 30 feet, to a maximum range of 120 feet.     War Domain
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.   War Domain Spells
Cleric Level Spells
1st Divine Favor, Shield of Faith
3rd Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster
Bonus Proficiencies
At 1st level, a War Domain Cleric gains proficiency with martial weapons and heavy armor.   War Priest
From 1st level, a War Domain Cleric's god delivers bolts of inspiration to them while they are engaged in battle. When they use the Attack action, they can make one weapon attack as a bonus action.   They can use this feature a number of times equal to their Wisdom modifier (a minimum of once). They regain all expended uses when they finish a long rest.   Channel Divinity: Guided Strike
Starting at 2nd level, a War Domain Cleric can use their Channel Divinity to strike with supernatural accuracy. When they make an attack roll, they can use their Channel Divinity to gain a +10 bonus to the roll. They make this choice after they see the roll, but before the DM says whether the attack hits or misses.   Channel Divinity: War God’s Blessing
At 6th level, when a creature within 30 feet makes an attack roll, a War Domain Cleric can use their reaction to grant that creature a +10 bonus to the roll, using their Channel Divinity. They make this choice after they see the roll, but before the DM says whether the attack hits or misses.   Divine Strike
At 8th level, a War Domain Cleric gains the ability to infuse their weapon strikes with divine energy. Once on each of their turns when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When they reach 14th level, the extra damage increases to 2d8.   Avatar of Battle
At 17th level, War Domain Clerics gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.     Death Domain
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).   Death Domain Spells
Cleric Level Spells
1st False Life, Ray of Sickness
3rd Blindness, Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Cloudkill
  Bonus Proficiency
When a Cleric chooses this domain at 1st level, they gain proficiency with Martial Weapons.   Reaper
At 1st level, Death Domain Clerics learn one Necromancy cantrip of their choice from any spell list. When they cast a Necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.   Channel Divinity: Touch of Death
Starting at 2nd level, Death Domain Clerics can use Channel Divinity to destroy another creature’s life force by touch. When they hit a creature with a melee attack, Death Domain Clerics can use Channel Divinity to deal extra Ncrotic damage to the target. The damage equals 5 + twice the Death Domain Cleric's level.   Inescapable Destruction
Starting at 6th level, Death Domain Cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to Necrotic damage.   Divine Strike
At 8th level, Death Domain Clerics gain the ability to infuse their weapon strikes with Necrotic energy. Once on each of their turns when they hit a creature with a weapon attack, they can cause the attack to deal an extra 1d8 necrotic damage to the target. When a Death Domain Cleric reaches 14th level, the extra damage increases to 2d8.   Improved Reaper
Starting at 17th level, when a Death Domain Cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, they must provide materials for each target.

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Player's Handbook (2014)

Gnome - Rock Gnome

Rock Gnomes have a natural inventiveness and hardiness beyond that of other Gnomes. Most Gnomes in the city of Threshold are Rock Gnomes.
ability score increase: Rock Gnomes Intelligence scores increase by 2 and Constitution scores increase by 1
age: Rock Gnomes mature at the same rate Humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
alignment: Rock Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
Size: Small
speed: 25 Feet
Languages: Rock Gnomes can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
parent race: Gnome - Standard
race features:
Darkvision. Accustomed to life underground, Rock Gnomes have superior vision in dark and dim conditions. They can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They can’t discern color in darkness, only shades of gray.   Gnome Cunning. Rock Gnomes have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   Artificer’s Lore. Whenever Rock Gnomes make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, they can add twice their proficiency bonus, instead of any proficiency bonus they might normally apply.   Tinker. Rock Gnomes have proficiency with artisan’s tools (tinker’s tools). Using those tools, they can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless they spend 1 hour repairing it to keep the device functioning), or when they use their action to dismantle it; at that time, they can reclaim the materials used to create it. They can have up to three such devices active at a time.   When a device is created, choose one of the following options:   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of the Rock Gnome's turns in a random direction. It makes noises as appropriate to the creature it represents.   Fire Starter. The device produces a miniature flame, which the Rock Gnome can use to light a candle, torch, or campfire. Using the device requires an action.   Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

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Player's Handbook (2014)

White Dragon Wyrmling CR: 2

Medium dragon, chaotic evil
Armor Class: 16
Hit Points: 32 or 5d8+10
Speed: 30 ft , fly: 60 ft , burrow: 15 ft , swim: 30 ft

STR

14 +2

DEX

10 +0

CON

14 +2

INT

5 -3

WIS

10 +0

CHA

11 +0

Saving Throws: Dex +2, Con +4, Wis +2, Cha +2
Skills: Perception +4, Stealth +2
Damage Immunities: Cold
Senses: Blindsight, 10 Feet; Darkvision, 60 Feet; Passive Perception 14
Languages: Draconic
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Actions

Bite
Melee Weapon Attack: +4 to hit, reach 5 feet, one target. 1d20+4 (5-24)
Hit: (1d10+2) piercing damage plus (1d4) cold damage. 1d10+2+1d4 (4-16)   Cold Breath (Recharge 5–6)
White Dragon Wyrmlings can exhale an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking (5d8) cold damage on a failed save, or half as much damage on a successful one. 5d8 (5-40) or 5d8/2 (3-20)

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Level 0 Spells

Player's Handbook (2014)

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
The caster touches a living creature that has 0 HP. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

Player's Handbook (2014)

Sacred Flame

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 Feet
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Radiant
Flame-like radiance descends on a creature that the caster can see within range. The target must succeed on a Dexterity saving throw or take 1d8 (1-8) Radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 at 5th level ( 2d8 (2-16)), 11th level ( 3d8 (3-24)), and 17th level ( 4d8 (4-32))
Available for: Cleric

Unearthed Arcana 36 - Starter Spells

Virtue

0-level (Cantrip) Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 Round
The caster touches one creature, imbuing it with vitality. If the target has at least 1 HP, it gains a number of temporary HP equal to 1d4 + the caster's spellcasting ability modifier. The temporary HP are lost when the spell ends.
Available for: Cleric

Level 1 Spells

Player's Handbook (2014)

Bless

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30 Feet
Components: Verbal, Somatic, Material
Materials: a sprinkling of holy water
Duration: 1 Minute (concentration)
The caster can bless up to three creatures of their choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a 1d4 (1-4) and add the number rolled to the attack roll or saving throw.
At higher levels: When this spell is cast using a spell slot of 2nd level or higher, the caster can target one additional creature for each slot level above 1st
Available for: Cleric, Paladin

Player's Handbook (2014)

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
Damage/Effect: Healing
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: Artificer, Bard, Cleric, Druid, Paladin, Ranger

Player's Handbook (2014)

Shield of Faith

1-level Abjuration

Casting Time: 1 Bonus Action
Range/Area: 60 Feet
Components: Verbal, Somatic, Material
Materials: a small parchment with a bit of holy text written on it
Duration: 10 Minutes (concentration)
Damage/Effect: Buff
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

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Marqueso.

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