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Amy Astrea
Level 2 (0/900 XP for level-up)
Background Guide
Size Medium
Species Goliath
Cleric
Subclass War Domain
Level 2
Hit dice 2/2
1d8+3

STR 8
-1
STR save: -1
DEX 15
+2
DEX save: +2
CON 16
+3
CON save: +3
INT 8
-1
INT save: -1
WIS 17
+3
WIS save: +5
CHA 8
-1
CHA save: +1

Initiative (DEX)
+2
Speed
35
Passive Perception
13
Heroic Inspiration
Armor Class (AC)
15
Chain Shirt
Armor Class w/Shield
17
Shield
Hit Points
16 / 16
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
WIS
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +1 STR 1d6-1 Bludgeoning
  Properties: Versatile (1d8)
Shortbow +4 DEX 1d6+2 Piercing
  Properties: Ammunition (range 80/320), two-handed
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Chain Shirt 15
Shield +2
Skills
P/E Bonus Skill Abi
+2 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
-1 Athletics STR
-1 Deception CHA
-1 History INT
+5 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
+5 Medicine WIS
-1 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame
+5
1 Action 60 ft Instant V,S
 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 Half Cover or Three-Quarters Cover for this save.
Shillelagh
+5
1 Bonus Action Self 1 Minute V,S
 Notes:   DMG Type Option: Force. For the duration, you can use your spellcasting ability for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8.
Guidance
+5
1 Action Touch 1 Minute, Con V,S,M
 Notes:   Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Thaumaturgy
+5
1 Action 30 ft 1 Minute V
 Notes:   You manifest a minor wonder within range. List: Altered Eyes; Booming Voice; Fire Play; Invisible Hand; Phantom Sound; & Tremors If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Light
+5
1 Action Touch 1 Hour V,M
 Notes:   You touch one Large or smaller object that isn’t being worn or carried by someone else. 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.

Level 1 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Bless
+5
1 Action 30 ft 1 Minute, Con V,S,M
 Notes:   You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Cure Wounds
+5
1 Action Touch Instant 2d8+3 V,S
 Notes:   A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Guiding Bolt
+5
1 Action 120 ft 1 Round 4d6+3 V,S
 Notes:   You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Healing Word
+5
1 Bonus Action 60 ft Instant 2d4+3 V
 Notes:   A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Shield of Faith
+5
1 Bonus Action 60 ft 10 Minutes, Con V,S,M
 Notes:   A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Faerie Fire
+5
1 Action 60 ft 1 Minute, Con V
 Notes:   Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0
Treasure and Equipment

Priest Pack - Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, & Tinderbox.


Background: Cartographer's Tools, Bedroll, Quiver, Tent, & Traveler's Clothes




Spellcasting

1 Free Spell Cast of Faerie Fire from Magic Initiate.




Class Features


Level 1: Spellcasting


If another Cleric feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Cleric spells for you.


Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots.


Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.


Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.


Level 1: Divine Order


You have dedicated yourself to one of the following sacred roles of your choice.


Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.


Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).


Level 2: Channel Divinity


You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.


You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.


If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.


Divine Spark.As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).


You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).


Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.


Level 3: Cleric Subclass


You gain a Cleric subclass of your choice. The Life Domain subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level or lower.


Level 4: Ability Score Improvement


You gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Cleric levels 8, 12, and 16.


Level 5: Sear Undead


Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of 1d8) and add the rolls together. Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll’s total. This damage doesn’t end the turn effect.


Level 7: Blessed Strikes


Divine power infuses you in battle. You gain one of the following options of your choice (if you get either option from a Cleric subclass in an older book, use only the option you choose for this feature).


Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).


Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Cleric cantrip.



Cleric Spell List
SpellSchoolSpecial
GuidanceDivinationC
LightEvocation
MendingTransmutation
ResistanceAbjurationC
Sacred FlameEvocation
Spare the DyingNecromancy
ThaumaturgyTransmutation

Level 1 Cleric Spells


SpellSchoolSpecial
BaneEnchantmentC
BlessEnchantmentC, M
CommandEnchantment
Create or Destroy WaterTransmutation
Cure WoundsAbjuration
Detect Evil and GoodDivinationC
Detect MagicDivinationC, R
Detect Poison and DiseaseDivinationC, R
Guiding BoltEvocation
Healing WordAbjuration
Inflict WoundsNecromancy
Protection from Evil and GoodAbjurationC, M
Purify Food and DrinkTransmutationR
SanctuaryAbjuration
Shield of FaithAbjurationC





™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Created by

Walrex.

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Character

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