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Marelle Usine'e

1 Level (0/300 XP for level-up) Acolyte Background Elf (Wood) Race / Species / Heritage Lawful Good Alignment
Cleric
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
13
+1
DEX
10
+0
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
12
+1
10
Hit Points
+0
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+1 Deception CHA
+0 History INT
+5 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Mace +3 STR 1d6+1 bludgeoning
Light Crossbow +2 DEX 1d8 piercing
 range (80/320)
Inflict Wounds (melee) +5 WIS 3d10 necrotic
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Light 1 action touch 1 hour V, M
 Notes:Object touched sheds bright light in a 20-foot radius and dim light for an additional 20 feet
Spare the Dying 1 action Touch Instantaneous
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable.
Thaumaturgy 1 action 30 Feet 1 minute
 Notes:Manifest a minor supernatural effect.

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Bless 1 action 30 Feet Concentration, up to 1 minute VSM
 Notes:Domain spell. Bless up to 3 creatures within range; enables blessed cratures to add 1d4 to their attack rolls or saving throws until the spell ends.
Cure Wounds 1 action Touch Instantaneous 1d8 (healing)
 Notes:Domain Spell. Creature you touch regains hit points equal to 1d8 + WIS modifier. At higher levels: Using a spell slot of 2nd level or higher increases the healing by 1d8 for each slot level above 1st.
Disciple of Life: Healing spells of 1st level of higher to restore additional hit points equal to 2 + the spell's level

Darkvision: See in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Trance: Meditating for 4 hours a day grants the same benefit that a human receives from 8 hours of sleep.

Elf Weapon Training: Proficient with longsword, shortsword, shortbow, and longbow

Mask of the Wild: Can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena

Shelter of the Faithful: You and your adventuring companions can expect to receive free healing and care at an established presence of your faith.

Features & Traits
holy symbol (hand-locket of Sune)
shield +2 AC
scale mail (disadv. stealth)
20 crossbow bolts
priest's pack
prayer book
hanging mirror and assorted perfumes, for areas without easy access to these luxuries

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Deity - Sune, goddess of love and beauty

Domain - Life
Spellcasting
Languages: Common, Elvish, Celestial, Dwarvish
Armor: light, medium, heavy, shields

Weapons: simple, longsword, shortsword, shortbow, and longbow

Languages & Proficiencies
Charismatic, amusing, controlled—I'm going to enjoy whichever situation I'm in, and as long as we're on the same side, you probably will too. I take my work seriously and thrive on challenges.

Personality Traits
Beauty. There is so much people miss in the everyday, consumed by things that don't matter. With open eyes, one cannot help but see the sacred and the profound.

Ideals
My aunt was expelled for speaking truth to and about those in positions of power. It is my duty to carry on her legacy in whatever way I can.

Bonds
Impatience—I grow quickly tired of those who aren't willing to look at the world and its people in an enlightened way. I don't argue, but I make sure they discern their error.

Flaws
The Sign of Respite Amulet: Children born from the sacred Sunite ceremonies are matched with tokens of blessing at their birth, dedicating them to the religious service for which they were conceived. For the first time in living memory, the ancient amulet chose a bearer, Marelle. Each night before she fell asleep, Sahrin wove enchanting tales for her of the amulet's special significance, one that foretold of a destiny beyond its bearer's imagination. Previous wearers, she explained, were said to have accomplished great and noble things.

The Hand-Locket of Sune: Carefully designed by Sahrin, the locket fits inside the palm to be gripped comfortably and easily while casting spells. Inside it, on the left, she embedded the family's most treasured heirloom, an ancient likeness of Sune, said to be painted by her first priestesses at the beginning of the age. On the other, a perfectly clear, unblemished mirror reflects truth back to those looking in, reminding them of their nearness to the goddess and of their own inherent beauty.

Notes
Marelle has few memories of her early life and suspects that the ones she does have were inspired by her aunt's stories rather than genuine memories. Her mother, the first family member to become a high priestess, died a few years after her daughter's birth. She had been ill for some time, and no spell or potion was able to give her any lasting relief.
The young girl was raised by Sahrin, her aunt, instead, an enthusiastic though unconventional devotee of Sune. She taught her niece to questions the teachings of other clerics and priestesses, especially those that seemed out of line with Marelle's own worship and understanding of the goddess. Sahrin did not join the others in the "sacred" Sunite rites, believing them to be more focused on the pleasure and edification of those partaking instead of furthering Sune's message of love and beauty regardless of rank or appearance.
Marelle listened to her aunt's advice, seeking inspiration from unlikely and unconventional sources. When Sahrin began speaking openly against the communal practices that had resulted in her niece's birth among many others, she was expelled from the Temple District and sent to the provinces to provide healing and care "where she was most needed."
She passed the locket that served as her spellcasting focus to her niece as she prepared to leave. "We will meet again, my darling," she said, embracing Marelle before beginning her dangerous journey in the world beyond the city. Shortly thereafter, the city's nobles requested the services of a healer. Fearing that the niece would follow in the condemned footsteps of her aunt, the clerics eagerly nominated Marelle for the position.

Character Backstory
Master Elias—beloved tutor and adviser

Remmy Sullivan—close friend

Stormguard Bharmyr—martial trainer and trusted ally

Sahrin Usine's—aunt and mentor, last known to be traveling the wilds of Amn and beyond in service to Sune, but many months have passed since Marelle has heard from her.

Allies & Organizations


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Cleric - Life Domain


Hit Points

Hit Dice: d8 per Cleric - Life Domain level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

Proficiences

Armor: light armor, medium armor, shields, heavy armour
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.

Class Features

Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. 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.   Destroy Undead (CR 1/2) Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Channel Divinity (2/rest) Beginning at 6th level, you can use your Channel Divinity twice between rests.   Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 1) Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.   Destroy Undead (CR 2) Starting at 11th level, when an undead of CR 2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 3) Starting at 14th level, when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Destroy Undead (CR 4) Starting at 17th level, when an undead of CR 4 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.   Channel Divinity (3/rest) Beginning at 18th level, you can use your Channel Divinity three times between rests.   Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Divine Intervention Improvement At 20th level, your call for intervention succeeds automatically, no roll required.


Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of 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 cleric 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 (found in chapter 5) as a spellcasting focus for your cleric spells.


Subclass Options

Life Domain 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). At each indicated cleric level, you add the listed spells to your spells prepared.   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
Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor.   Disciple of Life 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.   Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.   Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.   Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.   Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting,Divine Domain32
2nd+2Channel Divinity (1/rest),Divine Domain feature33
3rd+2-342
4th+2Ability Score Improvement443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest),Divine Domain feature4433
7th+3-44331
8th+3Ability Score Improvement,Destroy Undead (CR 1),Divine Domain feature44332
9th+4-443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+5-54333211
14th+5Destroy Undead (CR 3)54333211
15th+5-543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4),Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score Improvement5433332111
20th+6Divine Intervention Improvement5433332211

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Statblocks for race/species of the character.

Wood Elf

ability score increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
Size: Medium
speed: Your base walking speed is 35 feet.
Languages: You can speak, read, and write Common and Elven.
parent race: Elf
race features:
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Keen Senses. You have proficiency in the Perception skill.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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Level 0 Spells

Player's Handbook

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch
Duration 1 hour
Components V, M
Materials 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.

Class(es): Bard, cleric, sorcerer, wizard

Player's Handbook

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Cleric

PHB pg 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 Feet
Duration 1 minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • 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.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • you alter the appearance of your eyes for 1 minute.
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
 

Class(es): Cleric

Level 1 Spells

PHB pg 219

Bless

1-level Enchantment

Casting Time 1 action
Range 30 Feet
Duration Concentration, Up to 1 minute
Components VSM

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.

Class(es): Cleric, Paladin

PHB pg 230

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components VS

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB pg 231

Detect Magic

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 minutes
Components VS

For the duration, you sense the presence of magic within 30 feet of you. If 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 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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB pg 248

Guiding Bolt

1-level Evocation

Casting Time 1 Action
Range 120 Feet
Duration 1 round
Components VS

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical din light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Cleric

PHB 253

Inflict Wounds

1-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components VS

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.

Class(es): Cleric

PHB pg 275

Shield of Faith

1-level Abjuration

Casting Time 1 bonus action
Range 60 Feet
Duration Up to 10 minutes
Components VSM
Materials A small parchment with a bit of holy text written on it

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

Class(es): Cleric, Paladin

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