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Vidar Stormveil in Dungeons & Dragons 5e

Vidar Stormveil

5 Level (0/14000 XP for level-up) Sailor/Fisherman Background Human Race / Species / Heritage Lawful Neutral Alignment
Cleric
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR 14

+2

DEX 10

+0

CON 15

+2

INT 12

+1

WIS 18

+4

CHA 8

-1

38
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
2 / 2
Channel Divinity
4 / 4
Wrath of the Storm
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+5 Athletics STR
-1 Deception CHA
+4 History INT
+7 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+4 Medicine WIS
+1 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 STR 1d4+2 Piercing
 Finesse, Light, Thrown, Nick
Warhammer +5 STR 1d8+2 Bludgeoning
 Versatile, Push
Wrath of the Storm +7 WIS 2d8 Lighting or Thunder
 Reaction
Javelin +5 STR 1d6+2 Piercing
 fitness, light, thrown (range 30/120 ft)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
guidance 1 action touch 1 min
 Notes:concentration, You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill
sacred flame +7 1 action 60ft instant 1d8
 Notes:dex save 14, 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 Half Cover or Three-Quarters Cover for this save. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
thaumaturgy 1 action 30 ft 1 min
 Notes:You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. Tremors. You cause harmless tremors in the ground for 1 minute.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
bless 1 action 30 ft con up to 1 min
 Notes:You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Guiding Bolt 1 action 120ft. instant 4d6 radiant
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Healing Word 1 bonus action 60ft. instant 2d4+4
 Notes:A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Shield of Faith 1 bonus action 60ft. Concentration, up to 10 minutes +2 to AC
 Notes:A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Fog cloud 1 action 120 ft. (20 ft. ) Concentration 1 Hour
 Notes:You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt 1 action 120ft. instant 4d6 radiant +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Healing Word 1 bonus action 60ft. instant 2d4+4 +
 Notes:A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Sophont Stats and Bonuses 1 action 30ft. 8 hours +5 to HP
 Notes:Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Hold Person 1 action 60ft. Concentration, up to 1 minute WIS 14
 Notes:Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2. Tags: Control
Spiritual Weapon 1 bonus action 60ft. Concentration, up to 1 minute 1d8+4
 Notes:You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
Gust of Wind 1 Action Self concentration 1 Minute
 Notes:A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Shatter 1 Action 60 ft. (10 ft.) Instantaneous 3d8
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Guiding Bolt 1 action 120ft. instant 4d6 radiant +
 Notes:You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Healing Word 1 bonus action 60ft. instant 2d4+4 +
 Notes:A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Sophont Stats and Bonuses 1 action 30ft. 8 hours +5 to HP +
 Notes:Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Spiritual Weapon 1 bonus action 60ft. Concentration, up to 1 minute 1d8+4 +
 Notes:You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
Shatter 1 Action 60 ft. (10 ft.) Instantaneous 3d8 +
 Notes:A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
Call Lightning 1 action 120 feet Concentration, up to 10 minutes 3d10
 Notes:A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
Sleet Storm 1 action 150 feet Concentration, up to 1 minute
 Notes:Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Shield, Chain Mail, Dagger, Warhammer, Clothes Common, Dice Set, Javelin




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 120, Platinum: 0 Money
Common, Dwarvish, Elvish

Languages & Proficiencies
Responsibility. I do what I must and obey just authority. (Lawful)

Ideals
My honor is my life.

Bonds
My hatred of my enemies is blind and unreasoning. I have little respect for anyone who is not a proven warrior.

Flaws


™ & © 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.

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