1 1 0 0 13 4 6 0 1 18 2 2 0 0 14 1 1 0 0 12 4 6 0 1 18 0 0 0 0 11 84 Soldier Standard bearer reference_background reference.backgrounddata.soldier@DD Basic Rules - Player I'll never forget the crushing defeat my company suffered or the enemies who dealt it. 0 0 d10 0 1 Fighter reference_class reference.classdata.fighter@DD Basic Rules - Player 10 gp 0 0 0 0 0 6 no 1 0 1 0 0 16 90 180 540 69 270 0 0 1 1 Second Wind Fighter

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

1 0 Fighting Style - Two-Weapon Fighting Fighter

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with

ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

1 Military Rank Soldier

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.

I'd rather eat my armor than admit when I'm wrong. Male 4'8" 0 13 13 Responsibility. I do what I must and obey just authority. (Lawful) 0 0 2 0 0 0 1 0 gp 1

1 0 1 Sergeant Rank Insignia Standard Adventuring Gear 0
1 5 sp 1

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

1 1 Playing Card Set Gaming Set Tools 0
1 5 sp 1

1 1 Clothes, Common Standard Adventuring Gear 3
1 5 sp 1

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

1 1 Pouch Standard Adventuring Gear 1
16 0 2 75 gp 1

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

- 1 0 1 Chain Mail Disadvantage Str 13 Heavy Armor Armor 55
0 0 2 10 gp 1 1d8 slashing

1 0 1 Battleaxe Versatile (1d10) Martial Weapons Weapon 4
0 0 2 15 gp 1 1d8 bludgeoning

1 0 1 Warhammer Versatile (1d10) Martial Weapons Weapon 2
0 0 2 5 gp 2 1d6 slashing

1 0 1 Handaxe Light, thrown (range 20/60) Simple Melee Weapons Weapon 2
Common Dwarvish 1 Moradin Battlehammer 12 0 I enjoy being strong and like breaking things.\nI can stare down a hell hound without flinching. 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 Weapon: Simple weapons, martial weapons Armor: All armor, shields Tool: One type of gaming set, vehicles (land) Mountain Dwarf reference_race reference.racedata.dwarf@DD5E SRD Data Darkvision 60 Medium 0 Perception 1 wisdom 2 0 Intimidation 1 charisma 3 0 Athletics 1 strength 6 0 Arcana 0 intelligence 1 0 Persuasion 0 charisma 1 0 Nature 0 intelligence 1 0 Medicine 0 wisdom 0 0 Survival 0 wisdom 0 0 Performance 0 charisma 1 0 Acrobatics 1 dexterity 4 0 Religion 0 intelligence 1 0 Sleight of Hand 0 dexterity 2 0 Insight 0 wisdom 0 0 Deception 0 charisma 1 0 Investigation 0 intelligence 1 0 Stealth 0 dexterity 2 0 History 0 intelligence 1 0 Animal Handling 0 wisdom 0 0 25 0 0 25 portrait_id-00001_token 1 Dwarven Resilience Dwarf

You have advantage on saving throws against poison, and you have resistance against poison damage.

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1 Stonecunning Dwarf

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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1 Dwarven Combat Training Dwarf

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

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1 Tool Proficiency Dwarf

You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

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1 Dwarven Armor Training Mountain Dwarf

You have proficiency with light and medium armor.

subracial
0 2 0 d8 base slashing 1 0 Battleaxe 1 item ....inventorylist.id-00006 0 0 2 0 d8 base bludgeoning 1 0 Warhammer 1 item ....inventorylist.id-00007 0 0 2 0 d6 base slashing 1 0 Handaxe 1 item ....inventorylist.id-00008 0 0 2 0 d6 base slashing 1 0 Handaxe 1 item ....inventorylist.id-00008 2 162
1 3 0 1 12 2 2 0 0 14 2 2 0 0 14 1 1 0 0 13 2 2 0 0 14 3 5 0 1 16 400 Neutral Acolyte reference_background reference.backgrounddata.acolyte@DD Basic Rules - Player I would die to recover an ancient relic of my faith that was lost long ago. 1 0 d8 0 1 Cleric reference_class reference.classdata.cleric@DD5E SRD Data 15 gp 0 0 0 0 0 3 max2 0 0 1 2 0 17 Oghma 70 140 420 50.25 210 0 0 1 1 Life Domain Cleric

The Life domain focuses on the vibrant positive

energy-one of the fundamental forces of the universe- that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

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
Features Channel Divinity: Preserve Life Blessed Healer Divine Strike Supreme Healing
1 1 Bonus Proficiency (Life) Cleric Life Domain

When you choose this domain at 1st level, you gain proficiency with heavy armor.

1 1 Disciple of Life Cleric Life Domain

Also starting at 1st level, 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.

1 1 Spellcasting Cleric

As a conduit for divine power, you can cast cleric spells.

Cleric Spells

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells

of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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 as a spellcasting focus for your cleric spells.

1 Shelter of the Faithful Acolyte

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.

Suspicious of strangers and suspect the worst of them. Female 5'10" 0 0 0 6 6 Change - We must help bring about the changes the gods are constantly working in the world. 0 0 2 2 25 gp 1 1d8 piercing

1 1 Crossbow, Light Ammunition (range 80/320), loading, two-handed Simple Ranged Weapons Weapon 5
13 0 2 50 gp 1

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Yes (max 2) 1 0 1 Chain Shirt - - Medium Armor Armor 20
2 2 10 gp 1

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

- 1 1 Shield - - Shield Armor 6
0 0 2 5 gp 1 1d6 bludgeoning

1 0 1 Mace - Simple Melee Weapons Weapon 4
1 5 gp 1 1 1 Holy Symbol Holy Symbol Adventuring Gear 0 1 25 gp 1 1 1 Prayer Book Standard Adventuring Gear 5 1 1 gp 5 1 1 Incense (One Block) Standard Adventuring Gear 0.03 1 15 gp 1 1 1 Clothes, Vestments Standard Adventuring Gear 6 1 5 sp 1 1 1 Clothes, Common Standard Adventuring Gear 3 1 5 cp 1 1 1 Belt Standard Adventuring Gear 0.1 1 5 sp 1

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

1 1 Pouch Standard Adventuring Gear 1
Common Elvish Goblin Dwarvish 1 Nellaser - Amanda 15 0 I quote (or misquote) sacred texts and proverbs in almost every situation.\nI've enjoyed fine food, drink, and high society among my temple's elites. Rough living grates on me. memorization Spells 1 wisdom 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 standard 1 dexterity cast 0 1 action V, M (a firefly or phosphorescent moss)

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.

1 hour Spells 0 1 Light 0 Touch 0 Evocation Bard, Cleric, Sorcerer, Wizard
0 1 action V, S, M (a miniature cloak)

You touch one willing creature. Once before the spell ends, the target 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 saving throw. The spell then ends.

Concentration, up to 1 minute Spells 0 1 Resistance 0 Touch 0 Abjuration Cleric, Druid
1 dexterity cast 0 d8 radiant 2 damage 0 1 action V, S

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).

Instantaneous Spells 0 1 Sacred Flame 0 60 feet 0 Evocation Cleric
0 d8 base 1 heal 0 1 action V, S

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.

Instantaneous Spells 1 1 Cure Wounds 0 Touch 0 Evocation Bard, Cleric, Cleric Life Domain, Druid, Paladin, Ranger
1 minute 1 effect 0 1 action V, S, M (a sprinkling of holy water)

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.

Concentration, up to 1 minute Spells 1 1 Bless 0 30 feet 0 Enchantment Cleric, Cleric Life Domain, Paladin
2 Weapon: All simple weapons Armor: Light armor, medium armor, shields, heavy armor Wood Elf reference_race reference.racedata.elf@DD Basic Rules - Player Darkvision 60 Medium 0 Perception 1 wisdom 5 0 Arcana 0 intelligence 1 0 Persuasion 1 charisma 3 0 Nature 0 intelligence 1 0 Medicine 1 wisdom 5 0 Survival 0 wisdom 3 0 Performance 0 charisma 1 0 Acrobatics 0 dexterity 2 0 Religion 1 intelligence 3 0 Athletics 0 strength 2 0 Sleight of Hand 0 dexterity 2 0 Insight 1 charisma 3 0 Intimidation 0 charisma 1 0 Deception 0 charisma 1 0 Investigation 0 intelligence 1 0 Stealth 0 dexterity 2 0 History 0 intelligence 1 0 Animal Handling 0 wisdom 3 0 35 0 0 35 portrait_id-00003_token 1 Trance Elf

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a

fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

racial
1 Keen Senses Elf

You have proficiency in the Perception skill.

racial
1 Fey Ancestry Elf

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

racial
1 Mask of the Wild Wood Elf

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

subracial
1 Elf Weapon Training Wood Elf

You have proficiency with the longsword, shortsword, shortbow, and longbow.

subracial
0 2 0 d6 base bludgeoning 1 0 Mace 1 item ....inventorylist.id-00005 0 0 0 d8 base piercing 1 Crossbow, Light item ....inventorylist.id-00001 1 132
0 Primordial Primordial Elven Aquan Elven Elvish Celestial Celestial Infernal Infernal Dwarven Gnomish Elven Undercommon Draconic Draconic Infernal Abyssal Elven Sylvan Common Dwarven Terran Draconic Ignan Deep Speech Draconic Auran Halfling Dwarven Orc Dwarven Giant Dwarven Dwarvish Dwarven Goblin 0 0 Strength 25 [10], Nellaser - Amanda [15] GP 0 50 0,0 on 2 [1] 1 Chain Mail Nellaser - Amanda [1] 1 Chain Shirt Nellaser - Amanda [1] 1 Shield Nellaser - Amanda [1] 1 Crossbow, Light Nellaser - Amanda [5] 5 Incense (One Block) [1] 1 Sergeant Rank Insignia [1] 1 Playing Card Set [1], Nellaser - Amanda [1] 2 Pouch [2] 2 Handaxe Nellaser - Amanda [1] 1 Clothes, Vestments [1] 1 Battleaxe Nellaser - Amanda [1] 1 Holy Symbol [1], Nellaser - Amanda [1] 2 Clothes, Common Nellaser - Amanda [1] 1 Prayer Book Nellaser - Amanda [1] 1 Mace [1] 1 Warhammer Nellaser - Amanda [1] 1 Belt 17 1 12 Cleric 1 2 14 2 14 0 0 1 0 0 6 1 13 charsheet charsheet.id-00003 Nellaser - Amanda 15 Wood Elf Darkvision 60 2 14 portrait_id-00003_token 1 0 3 16 6 16 1 13 Fighter 1 4 18 2 14 0 0 1 0 0 13 1 12 charsheet charsheet.id-00001 Moradin Battlehammer 12 Mountain Dwarf Darkvision 60 4 18 portrait_id-00001_token 1 0 0 11 13 0 Strength 50 0 0 PP 0 GP 0 EP 0 SP 0 CP