5th Edition Character Sheet
Skills
druidcraft
guidance
mending
sacred flame
spare the dying
toll the dead
cure wounds
detect magic
healing word
identify
aid
gentle repose
prayer of healing
ray of enfeeblement
spiritual weapon
wither and bloom
dispel magic
mass healing word
revivify
spirit gaurdians
vampiric touch
water walk
[spell]druidcraft[/spell]
[spell]guidance[/spell]
[spell]mending[/spell]
[spell]sacred flame[/spell]
[spell]spare the dying[/spell]
[spell]toll the dead[/spell]
[spell]cure wounds[/spell]
[spell]detect magic[/spell]
[spell]healing word[/spell]
[spell]identify[/spell]
[spell]aid[/spell]
[spell]gentle repose[/spell]
[spell]prayer of healing[/spell]
[spell]ray of enfeeblement[/spell]
[spell]spiritual weapon[/spell]
[spell]wither and bloom[/spell]
[spell]dispel magic[/spell]
[spell]mass healing word[/spell]
[spell]revivify[/spell]
[spell]spirit gaurdians[/spell]
[spell]vampiric touch[/spell]
[spell]water walk[/spell]
Racial
Darkvision 60ft
Keen Senses: Proficiency in the Perception skill.
Fey Ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
Cantrip: know one cantrip of your choice from the wizard spell list.
Extra Language: You know one extra language
Class
Ritual Casting: You can cast cleric spells as rituals.
Spellcasting Focus: Holy symbol
Divine Domain: Choose one domain related to your deity. Your choice grants you domain spells and other features.
Domain Spells: Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Channel Divinity: When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far 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 reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Circle of MortalityYou restore maximum possible HP on each dice (instead of rolling) with healing spells to a creature with 0 HP. You learn the spare the dying cantrip, can cast it as a bonus action, and it has a range of 30 ft.
As an action, you know the location of any undead within 60 ft. of you that isn’t behind total cover and that isn’t protected from divination magic until the end of your next turn. You can use this feature 5 time(s) per long rest.
Channel Divinity: Path to the GraveXGtE, pg. 20You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Destroy Undead CR 1/2 or lowerWhen an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.
Sentinel at Death’s DoorAs a reaction when you or a creature you can see within 30 ft. suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature +5 times per long rest.
[b]Darkvision[/b] 60ft
[b]Keen Senses:[/b] Proficiency in the Perception skill.
[b]Fey Ancestry:[/b] Advantage on saving throws against being charmed, and magic can't put you to sleep.
[b]Trance:[/b] Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.
[b]Extra Language:[/b] You know one extra language
Class
Ritual Casting: You can cast cleric spells as rituals.
Spellcasting Focus: Holy symbol
Divine Domain: Choose one domain related to your deity. Your choice grants you domain spells and other features.
Domain Spells: Each domain has a list of spells that you gain, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Channel Divinity: When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far 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 reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Circle of Mortality
You restore maximum possible HP on each dice (instead of rolling) with healing spells to a creature with 0 HP. You learn the spare the dying cantrip, can cast it as a bonus action, and it has a range of 30 ft.
As an action, you know the location of any undead within 60 ft. of you that isn’t behind total cover and that isn’t protected from divination magic until the end of your next turn. You can use this feature 5 time(s) per long rest.
Channel Divinity: Path to the GraveXGtE, pg. 20
You can use Channel Divinity as an action to curse one creature you can see within 30 ft. of you until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Destroy Undead CR 1/2 or lower
When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.
Sentinel at Death’s Door
As a reaction when you or a creature you can see within 30 ft. suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature [+5] times per long rest.
Languages: Common, Elvish, Sylvan, Primordial
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