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A⭐

1 Level (0/300 XP for level-up) Feylost Background Changeling Race / Species / Heritage Chaotic Neutral Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR 9

-1

DEX 11

+0

CON 12

+1

INT 13

+1

WIS 11

+0

CHA 10

+0

9
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+2 Attack mod
WIS Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+0 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+2 Deception CHA
+1 History INT
+2 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortbow -1 STR 1d6-1 piercing
Attacks

Spell Book

Shortbow


Spiked Armor


Shield





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 20, Platinum: 0 Money

God: Corellon




Spellcasting

Armor: Light, Medium, Shields


Weapons: Simple


Instruments: Electric Guitar


Languages: Elvish, ⭐2ic





Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Light

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Touch
Duration: 1 hour
Damage/Effect: Until the spell ends, the object you touched sheds bright light for 20ft and dim light for another 20ft.

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.

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: Touch
Duration: Instantaneous
Damage/Effect: You repair a break/tear/crack (no larger than 1ft in any dimension).

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 30ft
Duration: Up to 1 minute
Damage/Effect: You create a minor wonder (I will be the judge of what constitutes as "minor").

You manifest a minor wonder, a sign of supernatural power, within range. 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.

Level 1 Spells

Bane

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Duration: Concentration, up to 1 minute
Attack/Save: Charisma Save
Damage/Effect: Target(s) roll a d4 and subtract the number from every attack or saving throw they take until the spell ends.

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.

Bless

1-level Enchantment

Casting Time: 1 Action
Range/Area: 30ft
Duration: Concentration, up to 1 minute
Damage/Effect: Target(s) roll a d4 and add the number to every attack roll and saving throw they take until the spell ends.

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.

Command

1-level Enchantment

Casting Time: 1 Action
Range/Area: 60ft
Duration: 1 Round
Attack/Save: Wisdom Save
Damage/Effect: You issue a one word command to a creature.

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.

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.

Create or Destroy Water

1-level Transmutation

Casting Time: 1 Action
Range/Area: 30ft
Duration: Instantaneous
Damage/Effect: 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.

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: Touch
Duration: Instantaneous
Damage/Effect: A creature you touch gains HP equal to 1d8 + your spellcasting ability modifier.

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.

Detect Evil and Good

1-level Divination

Casting Time: 1 Action
Range/Area: Self
Duration: Concentration, up to 10 minutes
Damage/Effect: You detect any aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, or any object that has been created or desecrated.

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.

Detect Magic

1-level Divination

Casting Time: 1 Action
Range/Area: Self
Duration: Concentration, up to 10 minutes
Damage/Effect: You sense any magic within 30ft of you.

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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Guiding Hand

1-level Divination

Casting Time: 1 Action
Range/Area: 5ft
Duration: Concentration, up to 8 hours
Damage/Effect: You create a hand that moves toward a named landmark anytime you move towards it.

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Healing Word

1-level Evocation

Casting Time: 1 Bonus Action
Range/Area: 60ft
Duration: Instantaneous
Damage/Effect: A creature you choose regains HP equal to 1d4 + your spellcasting ability modifier

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.

Inflict Wounds

1-level Necromancy

Casting Time: 1 Action
Range/Area: Touch
Duration: Instantaneous
Attack/Save: Melee Attack
Damage/Effect: 3d10 Necrotic

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.

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Duration: Concentration, up to 10 minutes
Damage/Effect: one willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead.

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.

Purify Food and Drink

1-level Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Duration: Instantaneous
Damage/Effect: All nonmagical food and drink in a 5ft radius is purified.

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.

Sanctuary

1-level Abjuration

Casting Time: 1 Bonus Action
Range/Area: 30ft
Duration: 1 minute
Damage/Effect: Any attack made against a creature you choose must first succeed a Wisdom saving throw or choose a new target.

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.

Shield of Faith

1-level Abjuration

Casting Time: 1 Bonus Action
Range/Area: 60ft
Duration: Concentration, up to 10 minutes
Damage/Effect: A creature you choose gains a +2 bonus to their AC for the duration.

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

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