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Topazios

3 Level (0/2700 XP for level-up) Outlander - forester Background Gem Dragonborn (Topaz) Race / Species / Heritage Lawful Neutral Alignment
Cleric
Level 3
Hit Dice: 1/3
1d7+2 Class 1

STR
14
+2
DEX
11
+0
CON
14
+2
INT
10
+0
WIS
17
+3
CHA
9
-1
24
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
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
+0 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
-1 Deception CHA
+0 History INT
+5 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
War Hammer +2 STR 1d8+2 Bludgeoning
 Versitile(1d10)
Quarterstaff +2 STR 1d6+2 Bludgeoning
 Versitile(1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Sacred Flame +5 1 action 60 ft Instantaneous 1d8 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 cover for this saving throw. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Toll the Dead +5 1 action 60 ft Instantaneous 1d8 or 1d12 V, S
 Notes: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).
Guidance 1 action Touch Concentration, 1 min V, S
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Channel Divinity: Twilight Sanctuary 1 action 1 minute 30-foot Radius Channel Divinity
 Notes:As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. You end one effect on it causing it to be charmed or frightened.
Channel Divinity: Turn Undead 1 action 1 minute Channel Divinity
 Notes: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: Harness Divine Power (Optional) 1 bonus action Only 1 use Channel Divinity
 Notes:At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire 1 Action 60 ft Concentration, 1 min
 Notes:Each object in a 20-foot cube within range is outlined in a color of your choice. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Sleep 1 Action 90 ft 1 min 5d8
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Bless 1 action 30 ft Concentration, 1 min V, S, M
 Notes: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 2nd level or higher, you can target one additional creature for each slot level above 1st.
Cure Wounds 1 action Touch Instantaneous V, S
 Notes: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.
Shield of Faith 1 bonus action 60 ft Concentration, 1 minute 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.
Guiding Bolt 1 action 120 ft 1 round 4d6 V, S
 Notes: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.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt 1 action 120 ft 1 round 4d6 + V, S
 Notes: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.
Aid 1 action 30 ft last for 8 hours V, S, M
 Notes: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.
Hold Person +5 1 action 60 ft Concentration, 1 min V, S, M
 Notes:Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Spiritual Weapon 1 bonus action 60 ft 1 minuite V, S
 Notes: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. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. 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.
Warding Bond 1 action Touch 1 hour V, S, M
 Notes:This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Eyes of Night - Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing - At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Outlander (Feats)
Wanderer - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Dragon Born
Breath Weapon - When you take the Attack action, you can replace one of your attacks with an exhalation of a magical energy in a 15-foot line that is 5 feet wide. Each creature in the area must make a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage of the type associated with your Gem Ancestry on a failed save, and half as much damage on a successful one. This damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance- You have resistance to the damage type associated with your Gem Ancestry. (Topaz = Necrotic)

Psionic Mind - You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically.

Features & Traits
War Hammer, Chain Mail, Quarterstaff, A backpack, Blanket, 9 candles, tinder box, alms box, two blocks of incense, censer, vestments, two-days of rations, and a water skin.
Staff, Hunting Trap, traveler's clothes.
Sheild, and a holy symbol.

Equipment Copper: 0, Silver: 7, Electrum: 0, Gold: 145, Platinum: 0 Money
Channel Divinity: 1 slot
Spellcasting
Common, Draconic, and Celestial.
All Armor and Sheilds, Simple Weapons, Martial weapons.
Lyre

Languages & Proficiencies
I have a lesson for every situation, drawn from observing nature.

Personality Traits
Nature. The natural world is more important than all the constructs of civilization.

Ideals
I am the last of my tribe, and it is up to me to ensure their names enter legend.

Bonds
I am slow to trust members of other races, tribes and societies.

Flaws


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