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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Mirabella Margo
Character Name
Cleric 3
Class & Level
Sage
Background
High Elf
Race
Lawful Good
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
9
9
+
0
(Race)
DEXTERITY
+3
17
15
+
2
(Race)
CONSTITUTION
+4
18
18
+
0
(Race)
INTELLIGENCE
+4
18
17
+
1
(Race)
WISDOM
+4
18
18
+
0
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
17
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1616
+
SPEED
30 ft
HIT POINTS
Max:
29
29
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
6
KNOWN
14
DC
Cast Mod
3
Cantrip:
4
/
4
1st:
2
/
2
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]

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.

Elf Weapon Training: Proficiency with the longsword, shortsword, shortbow, and longbow.

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.

[b]Racial[/b]

[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]Elf Weapon Training:[/b] Proficiency with the longsword, shortsword, shortbow, and longbow.

[b]Cantrip:[/b] know one cantrip of your choice from the wizard spell list.

[b]Extra Language:[/b] You know one extra language

[b]Class[/b]

[b]Ritual Casting:[/b] You can cast cleric spells as rituals.

[b]Spellcasting Focus:[/b] Holy symbol

[b]Divine Domain:[/b] Choose one domain related to your deity. Your choice grants you domain spells and other features.

[b]Domain Spells:[/b] 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.

[b]Channel Divinity:[/b] 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.

[b]Channel Divinity: Turn Undead:[/b] 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.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Mace
4
1
Hand Axe
2
1
Scale Mail [14+Dex(2)]
45
1
Shield [2]
6
1
Explorers Pack
59
1
Holy Symbol
0
Total: 116 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons
Languages: Common, Elvish, Celestial
PROFICIENCIES & LANGUAGES
I am horribly, horribly awkward in social situations.
PERSONALITY TRAITS
Logic. Emotions must not cloud our logical thinking. (Lawful)
IDEALS
My life's work is a series of tomes related to a specific field of lore.
BONDS
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
FLAWS
 
Growing up, Mirabella was surrounded by loving family members, unbeknownst to her, they were not her biological family. Her real birthplace is the home of a family friend, where she was brought into this world under unusual circumstances. Her adoptive parents, kind and modest, took her in when she was just a baby, and it never felt like anything was missing. In fact, she has three siblings—one younger brother and two younger sisters, they never thought much of it. They were a tight-knit, humble family, with their large house being more of a cozy home than anything extravagant. Although they weren’t rich, she had everything she needed. Their house was warm, filled with laughter and chatter. She had a few close friends from the neighborhood, and they spent their days playing outside, creating potions, and exploring the world in the small ways children do. Her childhood was ordinary, yet there was a certain charm to it all. She was the oldest, so she often found herself helping her siblings and looking out for them. She loved being the leader, but it also came with its own set of responsibilities. However, things took an unexpected turn when she crossed paths with an adventurer named Elandrial. It wasn’t intentional, and she certainly didn’t mean to make an enemy of them, but they found themselves on opposite sides of a situation. Despite being blameless in the matter, they never seemed to forget what happened. On the flip side, she also found a great friend in another adventurer, someone whose stories fascinated her and whose presence became a bright part of her life, their name was Sylversong. She was the one she fell in love with. She brought a sense of completeness into her life that she hadn’t known was missing. They built their life together, facing the world hand in hand, despite the shadows of past conflicts and the growing complexities of the world outside. As she grew older, she realized that working for a living didn’t have to mean sacrificing my past. She took on a job that tied back to her family's background, something that gave me pride, and earned me a modest income. It was rewarding, though not without its challenges. And then, one day, she met someone important. They weren’t a figure of power or wealth, but they carried an aura of significance, their name, Kaelen. Meeting them changed the course of her life, in ways she hadn’t anticipated. Now, she finds herself at a crossroads. With a rich past, strong relationships, and her own journey ahead, she has everything she needs to carve her path—though she knows there’s still much to discover.
DESCRIPTION & EXTRA INFO
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