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Seraph of the seven Winds

A Dungeons & Dragons 5 character by

Character

Race
Air Genasi
Level
2
Experience points
375
Class
Cleric
Hit Dice
2d8
Alignment
neutral good
Weapon & Armor Proficiencies
Light armor, medium armor, heavy armor, shields, Simple weapons
Background
Acolyte

Status

Hit points
18
maximum
18
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

1st Level
3

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
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
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
0

1st Level

Bane

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

Bless

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

Command

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

Create or Destroy Water

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

Cure Wounds

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

Detect Evil and Good

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

Detect Magic

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

Detect Poison and Disease

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

Guiding Bolt

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

Healing Word

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

Inflict Wounds

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

Protection from Evil and Good

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

Purify Food and Drink

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

Sanctuary

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

Shield of Faith

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

Gear

Wallet

Copper
Silver
Gold : 135
blocks of incense : 4
Scale Mail
Shield
Holy Symbol
backpack
blanket
candles : 10
tinderbox
alms box
censer : 4
vestments
days of rations : 2
waterskin