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Caladwen Faelanya

1 Level (0/300 XP for level-up) Hermit Background Wood Elf Race / Species / Heritage Neutral Good Alignment
Cleric (Peace Domaine)
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
16
+3
DEX
13
+1
CON
14
+2
INT
10
+0
WIS
17
+3
CHA
13
+1
10
Hit Points
+1
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
15
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
26 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+1 Deception CHA
+0 History INT
+5 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +5 STR 1d6+3 Bludgeoning
Light Crossbow +3 DEX 1d8+1 Piercing
 80/320, loading, two handed
Unarmed Strike +5 STR 1+3 Bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance 1 Action Touch 1 Minute VS
 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.
Sacred Flames 1 Action 60 ft Instantaneous VS
 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. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Toll the Dead 1 Action 60 ft Instantaneous VS
 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. 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).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Heroism +5 1 Action Touch 1 Minute VS
 Notes:**A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. 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.
Sanctuary 1 Bonus Action 30 ft 1 Minute VSM
 Notes:**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.
Command 1 Action 60 ft 1 Round V
 Notes: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 DM 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.
Detect Magic 1 Action Self (30ft) Concentration 10 Minutes VS
 Notes:-Ritual- 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.
Discovery (Hermit Feature)

Darvision: Can see dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. Can't see colours, only shades of gray.

Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Don't need to sleep. Instead, meditate deeply, remaining semiconscious, for 4 hours a day. After resting this way, you gain the same benefit as human does after 8 hrs of sleep

Mask of the wild: Can attempt to hide even when you are only lightly obscured by folliage, heavy rain, falling snow, mist and other natural phenomena

Emboldening Bond: You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Features & Traits
Scroll case stuffed of notes of prayers
Winter Blanket
Set of common clothes
Herbalism Kit

Shield
Scale Mail (Stealth Disadvantage)
Holy Symbol

Mace
Light Crossbow
20 bolts

Explorer pack
backpack
bedroll
Mess kit
Tinderbox
10 torches
10 days of ration
waterskin
50 feet of hempen rope

Equipment Copper: 8, Silver: 8, Electrum: 0, Gold: 23, Platinum: 0 Money
Common
Elvish
Dwarvish

Herbalism Kit

Light, medium armor
Shield
Simple Weapon
longsword, shortsword, shortbow, longbow

Languages & Proficiencies
I feel tremendous empathy for all who suffer

Personality Traits
My gifts are meant to be shared with all, not used for my own benefit

Ideals
Nothing is more important than the other members of my party

Bonds
I like keeping secrets and won't share them with anyone
I'd risk too much to uncover a lost bit of knowledge

Flaws
3 cantrip for level 1 from cleric list
choose a number of cleric spells equal to your WIS modifier + your cleric level. Right now = 4
You can change your list of prepared spells w hen you finish a long rest. Preparing a new list o f cleric spells = at least 1 minute per spell level for each spell on your list.

Notes


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