Fergus
Fergus
STEALTH DISADVANTAGE
19
+2 Dexterity
Turn Undead (Action—Channel Divinity). Each
+5 Constitution ARMOR CLASS undead that can see or hear you within 30 feet of
DEXTERITY
+0 Intelligence
you must make a Wisdom saving throw. If the
MAXIMUM HIT DICE TEMPORARY creature fails its saving throw, it is turned for 1
+1 ✘
✘
+9 Wisdom
+3 Charisma
87 8d8 minute or until it takes any damage.A turned
creature must spend its turns trying to move as far
CONDITIONAL
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
12 reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents
CURRENT HIT POINTS it from moving. If there’s nowhere to move, the
CONSTITUTION DEATH SAVING THROWS
creature can use the Dodge action.
SAVING THROWS
+4 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Destroy Undead. When an undead of CR 1 or lower
fails its saving throw against your Turn Undead
Y
PROFI
RT
EXPE
-1 +5 Survival (Wis)
SKILLS
8 18 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I’ve lost too many friends, and I’m slow to make new a recent war.
ones.
I face problems head-on. A simple, direct solution is When you choose this background, work with your DM to determine which military organization you were a part of,
the best path to success.
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS
IDEAL
BOND
Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Gauntlets of Ogre Power. Your Strength score is 19
[Chain Mail] 1 55 [Flame Tongue] 1 3 while you wear these gauntlets. They have no effect on
[Shield] 1 6 [Gauntlets of Ogre Power] 1 — you if your Strength is 19 or higher without them.
Reliquary 1 2 [Cloak of Protection] 1 —
Backpack 1 5 Cloak of Protection. You gain a +1 bonus to AC and
Bedroll 1 7 saving throws while you wear this cloak.
Mess Kit 1 1
Tinderbox 1 1 Flame Tongue. You can use a bonus action to speak this
Torch 10 10 magic sword's command word, causing flames to erupt
Rations (1 day) 10 20 from the blade. These flames shed bright light in a 40-
Waterskin 1 5 foot radius and dim light for an additional 40 feet. While
Rope, Hempen (50 feet) 1 10 the sword is ablaze, it deals an extra 2d6 fire damage to
any target it hits. The flames last until you use a bonus
action to speak the command word again or until you
drop or sheathe the sword.
0 0 0 150 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Cleric Wisdom 16 +8
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 3 6 0
Guidance ✘ Bestow Curse
Mending ✘ Create Food and Water
Resistance ✘ Crusader’s Mantle (Always Prepared)
Thaumaturgy ✘ Mass Healing Word
✘ Revivify
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7 0
EPAR
SPELL NAME
ED
PR
✘ Bane
✘ Cure Wounds
4 2
✘ Divine Favor (Always Prepared)
8 0
2 3
✘ Magic Weapon (Always Prepared)
✘ Prayer of Healing
✘ Silence
5 0
✘ Spiritual Weapon (Always Prepared)
9 0
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Guidance Mending Resistance
Divination Cantrip Transmutation Cantrip Abjuration Cantrip
You touch one willing creature. Once before the spell ends, the target This spell repairs a single break or tear in an object you touch, such as 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 broken chain link, two halves of a broken key, a torn cloak, or a can roll a d4 and add the number rolled to one saving throw of its
choice. It can roll the die before or after making the ability check. The leaking wineskin. As long as the break or tear is no larger than 1 foot choice. It can roll the die before or after the saving throw. The spell
spell then ends. in any dimension, you mend it, leaving no trace of the former then ends.
damage. This spell can physically repair a magic item or construct,
but the spell can’t restore magic to such an object.
Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You manifest a minor wonder, a sign of supernatural power, within Up to three creatures of your choice that you can see within range A creature you touch regains a number of hit points equal to 1d8 +
range. You create one of the following magical effects within range: must make Charisma saving throws. Whenever a target that fails this your spellcasting ability modifier. This spell has no effect on undead
• Your voice booms up to three times as loud as normal for 1 saving throw makes an attack roll or a saving throw before the spell or constructs.
minute. ends, the target must roll a d4 and subtract the number rolled from At Higher Levels. When you cast this spell using a spell slot of 2nd
• You cause flames to flicker, brighten, dim, or change color for 1 the attack roll or saving throw. level or higher, the healing increases by 1d8 for each slot level above
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd 1st.
• You cause harmless tremors in the ground for 1 minute. level or higher, you can target one additional creature for each slot
• You create an instantaneous sound that originates from a point level above 1st.
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.
Spellcasting (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Divine Favor Protection from Evil and Good Purify Food and Drink
1st-level evocation 1st-level abjuration 1st-level transmutation (ritual)
CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE Self RANGE Touch RANGE 10 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell COMPONENTS V, S
consumes)
Your prayer empowers you with divine radiance. Until the spell ends, Until the spell ends, one willing creature you touch is protected All nonmagical food and drink within a 5-foot-radius sphere centered
your weapon attacks deal and extra 1d4 radiant damage on a hit. against certain types of creatures: aberrations, celestials, elementals, on a point of your choice within range is purified and rendered free
fey, fiends, and undead. The protection grants several benefits. of poison and disease.
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.
War Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Shield of Faith Magic Weapon Prayer of Healing
1st-level abjuration 2nd-level transmutation 2nd-level evocation
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 10 minutes
RANGE 60 feet RANGE Touch RANGE 30 feet
DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 hour DURATION Instantaneous
COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S COMPONENTS V
A shimmering field appears and surrounds a creature of your choice You touch a nonmagical weapon. Until the spell ends, that weapon Up to six creatures of your choice that you can see within range each
within range, granting it a +2 bonus to AC for the duration. becomes a magic weapon with a +1 bonus to attack rolls and damage regain hit points equal to 2d8 + your spellcasting ability modifier. This
rolls. spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the bonus increases to +2. When you use a spell slot level or higher, the healing increases by 1d8 for each slot level above
of 6th level or higher, the bonus increases to +3. 2nd.
War Domain (Cleric) Player’s Handbook War Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 120 feet RANGE 60 feet RANGE Touch
DURATION Concentration, up to 10 minutes DURATION 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S
For the duration, no sound can be created within or pass through a You create a floating, spectral weapon within range that lasts for the You touch a creature, and that creature must succeed on a Wisdom
20-foot-radius sphere centered on a point you choose within range. duration or until you cast this spell again. When you cast the spell, saving throw or become cursed for the duration of the spell. When
Any creature or object entirely inside the sphere is immune to you can make a melee spell attack against a creature within 5 feet of you cast this spell, choose the nature of the curse from the following
thunder damage, and creatures are deafened while entirely inside it. the weapon. On a hit, the target takes force damage equal to 1d8 + options:
Casting a spell that includes a verbal component is impossible there. your spellcasting ability modifier. As a bonus action on your turn, you • Choose one ability score. While cursed, the target has
can move the weapon up to 20 feet and repeat the attack against a disadvantage on ability checks and saving throws made with that
creature within 5 feet of it. The weapon can take whatever form you ability score.
choose. Clerics of deities who are associated with a particular • While cursed, the target has disadvantage on attack rolls against
weapon (as St. Cuthbert is known for his mace and Thor for his you.
hammer) make this spell’s effect resemble that weapon. • While cursed, the target must make a Wisdom saving throw at
At Higher Levels. When you cast this spell using a spell slot of 3rd the start of each of its turns. If it fails, it wastes its action that turn
level or higher, the damage increases by 1d8 for every two slot levels doing nothing.
above the 2nd. • While the target is cursed, your attacks and spells deal an extra
1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM’s option, you may
choose an alternative curse effect, but it should be no more powerful
than those described above. The DM has final say on such a curse’s
effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level
or higher, the duration is concentration, up to 10 minutes. If you use
a spell slot of 5th level or higher, the duration is 8 hours. If you use a
spell slot of 7th level or higher, the duration is 24 hours. If you use a
9th level spell slot, the spell lasts until it is dispelled. Using a spell slot
Prepared (Cleric) Player’s Handbook War Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE Self RANGE 60 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V
You create 45 pounds of food and 30 gallons of water on the ground Holy power radiates from you in an aura with a 30-foot radius, As you call out words of restoration, up to six creatures of your
or in containers within range, enough to sustain up to fifteen awakening boldness in friendly creatures. Until the spell ends, the choice that you can see within range regain hit points equal to 1d4 +
humanoids or five steeds for 24 hours. The food is bland but aura moves with you, centered on you. While in the aura, each non- your spellcasting ability modifier. This spell has no effect on undead
nourishing, and spoils if uneaten after 24 hours. The water is clean hostile creature in the aura (including you) deals an extra 1d4 radiant or constructs.
and doesn’t go bad. damage when it hits with a weapon attack. At Higher Levels. When you cast this spell using a spell slot of 4th
level or higher, the healing increases by 1d4 for each slot level above
3rd.
Prepared (Cleric) Player’s Handbook War Domain (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook
Meld into Stone Revivify Spirit Guardians
3rd-level transmutation (ritual) 3rd-level necromancy 3rd-level conjuration
You step into a stone object or surface large enough to fully contain You touch a creature that has died within the last minute. That You call forth spirits to protect you. They flit around you to a distance
your body, melding yourself and all the equipment you carry with the creature returns to life with 1 hit point. This spell can’t return to life a of 15 feet for the duration. If you are good or neutral, their spectral
stone for the duration. Using your movement, you step into the stone creature that has died of old age, nor can it restore any missing body form appears angelic or fey (your choice). If you are evil, they appear
at a point you can touch. Nothing of your presence remains visible or parts. fiendish. When you cast this spell, you can designate any number of
otherwise detectable by nonmagical senses. While merged with the creatures you can see to be unaffected by it. An affected creature’s
stone, you can’t see what occurs outside it, and any Wisdom speed is halved in the area, and when the creature enters the area
(Perception) checks you make to hear sounds outside it are made for the first time on a turn or starts its turn there, it must make a
with disadvantage. You remain aware of the passage of time and can Wisdom saving throw. On a failed save, the creature takes 3d8
cast spells on yourself while merged in the stone. You can use your radiant damage (if you are good or neutral) or 3d8 necrotic damage
movement to leave the stone where you entered it, which ends the (if you are evil). On a successful save, the creature takes half as much
spell. You otherwise can’t move. Minor physical damage to the stone damage.
doesn’t harm you, but its partial destruction or a change in its shape At Higher Levels. When you cast this spell using a spell slot of 5th
(to the extent that you no longer fit within it) expels you and deals level or higher, the damage increases by 1d8 for each slot level above
6d6 bludgeoning damage to you. The stone’s complete destruction 3rd.
(or transmutation into a different substance) expels you and deals 50
bludgeoning damage to you. If expelled, you fall prone in an
unoccupied space closest to where you first entered.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook War Domain (Cleric) Player’s Handbook
You attempt to send one creature that you can see within range to Your magic and an offering put you in contact with a god or a god’s You touch a willing creature. For the duration, the target’s movement
another place of existence. The target must succeed on a Charisma servants. You ask a single question concerning a specific goal, event, is unaffected by difficult terrain, and spells and other magical effects
saving throw or be banished. If the target is native to the plane of or activity to occur within 7 days. The DM offers a truthful reply. The can neither reduce the target’s speed nor cause the target to be
existence you’re on, you banish the target to a harmless demiplane. reply might be a short phrase, a cryptic rhyme, or an omen. The spell paralyzed or restrained. The target can also spend 5 feet of
While there, the target is incapacitated. The target remains there doesn’t take into account any possible circumstances that might movement to automatically escape from nonmagical restraints, such
until the spell ends, at which point the target reappears in the space change the outcome, such as the casting of additional spells or the as manacles or a creature that has it grappled. Finally, being
it left or in the nearest unoccupied space if that space is occupied. If loss or gain of a companion. If you cast this spell two or more times underwater imposes no penalties on the target’s movement or
the target is native to a different plane of existence that the one before finishing your next long rest, there is a cumulative 25 percent attacks.
you’re on, the target is banished with a faint popping noise, returning chance for each casting after the first that you get a random reading.
to its home plane. If the spell ends before 1 minute has passed, the The DM makes this roll in secret.
target reappears in the space it left or in the nearest unoccupied
space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a spell slot of 5th
level or higher, you can target one additional creature for each slot
level above 4th.
Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook War Domain (Cleric) Player’s Handbook
Stoneskin
4th-level abjuration
This spell turns the flesh of a willing creature you touch as hard as
stone. Until the spell ends, the target has resistance to nonmagical
bludgeoning, piercing, and slashing damage.