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Seraph of the seven Winds

A Dungeons & Dragons 5 character by

Character

Race
Air Genasi
Level
1
Experience points
250
Class
Cleric
Hit Dice
1d8
Alignment
neutral good
Weapon & Armor Proficiencies
Light armor, medium armor, heavy armor, shields, Simple weapons

Status

Hit points
10
maximum
10
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.

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

1st Level

Example Spell

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