Seraph of the seven Winds

A Dungeons & Dragons 5 character by

Character

Race
Air Genasi
Experience points
1415
Class
Cleric
Hit Dice
3d8
Alignment
neutral good
Weapon & Armor Proficiencies
Light armor, medium armor, heavy armor, shields, Simple weapons
Background
Acolyte
Languages
Common, Primordial, Celestial, Infernal

Status

Hit points
21
maximum
21
temporary
0
Death Throw Hits
0
Death Throw Fails
0
Armor Class
17
Speed
30
Inspiration
0

Features & Traits

Unending Breath

You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind

You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Shelter of the Faithful

As an acolyte, you Command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your Adventuring companions can expect to receive free Healing and care at a Temple, shrine, or other established presence of your faith, though you must provide any material Components needed for Spells. Those who share your Religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the Temple where you used to serve, if you remain on good terms with it, or a Temple where you have found a new home. While near your Temple, you can call upon the Priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your Temple.

Spellcasting

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Divine Domain (Life)

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

Disciple of Life

Your healing spells are more effective. Whenever you 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: Turn Undead (1/Rest)

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: Preserve Life (1/Rest)

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.

Skills

Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuation
Religion
Sleight of Hand
Stealth
Survival

Attacks

Unarmed
1
Damage
str+1
Damage Type
bludgeoning
Mace
1
Damage
1d6-1
Damage Type
bludgeoning
Light Crossbow
3
Damage
1d8+1
Damage Type
piercing

Spells

Spell Slots

Spells prepared
5
1st Level Slots
4
2nd Level Slots
2

Cantrips

Light

You touch one object that is no larger than 10 feet in any dimension. 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. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Casting Time
1 action
Range
touch, 20ft radius
Components
V, M
Duration
1 hour
Ready (always, Cantrip)
0

Guidance

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.

Casting Time
1 action
Range
touch
Components
V, S
Duration
1 minute
Ready (always, Cantrip)
0

Sacred Flame

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.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Casting Time
1 action
Range
60ft
Components
V, S
Duration
instantaneous
Ready (always, Cantrip)
0

1st Level

Bane

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from 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.

M* - (a drop of blood)

Casting Time
1 action
Range
30ft
Components
V, S, M*
Duration
1 minute
Ready
0

Bless

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.

M* - (a sprinkling of holy water)

Casting Time
1 action
Range
30ft
Components
V, S, M*
Duration
1 minute
Ready (always, Domain)
0

Command

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.

Casting Time
1 action
Range
60ft
Components
V
Duration
1 round
Ready
0

Create or Destroy Water

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. 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.

M* - (a drop of water if creating water or a few grains of sand if destroying it)

Casting Time
1 action
Range
30ft, 30ft cube
Components
V, S, M*
Duration
instantaneous
Ready
0

Cure Wounds

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.

Casting Time
1 action
Range
touch
Components
V, S
Duration
instantaneous
Ready (always, Domain)
0

Detect Evil and Good

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Casting Time
1 action
Range
self, 30ft radius
Components
V, S
Duration
10 minutes
Ready
0

Detect Magic

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Casting Time
1 action
Range
self, 30ft radius
Components
V, S
Duration
10 minutes
Ready
0

Detect Poison and Disease

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

M* - (a yew leaf)

Casting Time
1 action
Range
self, 30ft radius
Components
V, S, M*
Duration
10 minutes
Ready
0

Guiding Bolt

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.

Casting Time
1 action
Range
120ft
Components
V, S
Duration
1 round
Ready
1

Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Casting Time
1 bonus action
Range
60ft
Components
V
Duration
Instantaneous
Ready
0

Inflict Wounds

Make a melee spell attack against a creature you can reach. On a hit, the target takes 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.

Casting Time
1 action
Range
Touch
Components
V, S
Duration
Instantaneous
Ready
0

Protection from Evil and Good

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

M* - (holy water or powdered silver and iron, which the spell consumes)

Casting Time
1 action
Range
Touch
Components
V, S, M*
Duration
10 minutes
Ready
1

Purify Food and Drink

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Casting Time
1 action
Range
10ft, 5ft radius
Components
V, S
Duration
Instantaneous
Ready
0

Sanctuary

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, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

M* - (a small silver mirror)

Casting Time
1 bonus action
Range
30ft
Components
V, S, M*
Duration
1 minute
Ready
0

Shield of Faith

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

M* - (a small parchment with a bit of holy text written on it)

Casting Time
1 bonus action
Range
60ft
Components
V, S, M*
Duration
10 minutes
Ready
1

2nd Level

Aid

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.

M* - (a tiny strip of white cloth)

Casting Time
1 action
Range
30ft
Components
V, S, M*
Duration
8 hours
Ready
1

Augury

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

M* - (specially marked sticks, bones, or similar tokens worth at least 25 gp)

Casting Time
1 minute
Range
self
Components
V, S, M*
Duration
instantaneous
Ready
0

Blindness/Deafness

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.

Casting Time
1 action
Range
30ft
Components
V
Duration
1 minute
Ready
0

Calm Emotions

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Casting Time
1 action
Range
60ft, 20ft radius
Components
V, S
Duration
1 minute
Ready
0

Continual Flame

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

M* - (ruby dust worth 50 gp, which the spell consumes)

Casting Time
1 action
Range
touch
Components
V, S, M*
Duration
until dispelled
Ready
0

Enhance Ability

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor. The target has advantage on Charisma checks.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

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.

M* - (fur or a feather from a beast)

Casting Time
1 action
Range
touch
Components
V, S, M*
Duration
1 hour
Ready
0

Find Traps

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Casting Time
1 action
Range
120ft
Components
V, S
Duration
instantaneous
Ready
0

Gentle Repose

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

M* - (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

Casting Time
1 action
Range
Touch
Components
V, S, M*
Duration
10 days
Ready
0

Hold Person

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 one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

M* - (a small, straight piece of iron)

Casting Time
1 action
Range
60ft
Components
V, S, M*
Duration
1 minute
Ready
0

Lesser Restoration

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Casting Time
1 action
Range
touch
Components
V, S
Duration
Instantaneous
Ready (always, Domain)
0

Locate Object

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

M* - (a forked twig)

Casting Time
1 action
Range
self
Components
V, S, M*
Duration
10 Minutes
Ready
0

Prayer of Healing

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.

Casting Time
10 minutes
Range
30ft
Components
V
Duration
instantaneous
Ready
1

Protection from Poison

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Casting Time
1 action
Range
touch
Components
V, S
Duration
1 hour
Ready
0

Silence

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Casting Time
1 action
Range
120ft, 20ft radius
Components
V, S
Duration
10 minutes
Ready
0

Spiritual Weapon

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 of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Casting Time
1 bonus action
Range
60ft
Components
V, S
Duration
1 minute
Ready (always, Domain)
0

Warding Bond

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.

M* - (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)

Casting Time
1 action
Range
touch
Components
V, S, M*
Duration
1 hour
Ready
0

Zone of Truth

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Casting Time
1 action
Range
60ft, 15ft radius
Components
V, S
Duration
10 minutes
Ready
0

Gear

Ammunition

Bolts, normal (Crossbow) : 19

Wallet

Copper
Silver : 9
Gold : 106

Backpack

blocks of incense : 10
candles : 10
Censer : 5
Chalk (pieces) : 5
alms box
Holy Water (Flask)

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Torch : 5
Tinderbox
blanket
Crowbar

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Rope, hempen (50ft) + grappling hook
vestments (official religious)
common clothes
days of rations : 2
Waterskin (rations) : 4
Scale Mail
Shield
Holy Symbol (Sun)