Dagor

8 Level (0/48000 XP for level-up) Far Traveler Background Firbolg Race / Species / Heritage Lawful Neutral Alignment
Cleric
Level 8
Hit Dice: 5/8
1d8+3 Class 1

STR
18
+4
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
20
+5
CHA
9
-1
56
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+8 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+4 Athletics STR
-1 Deception CHA
+0 History INT
+8 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+8 Medicine WIS
+0 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow +5 DEX 1d8+2 Piercing
Warhammer +7 STR 1d8+4 Bludgeoning
Attacks
Firbolg Magic. You can cast the Detect Magic and Disguise Self spells with this trait. When you use this version of Disguise Self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. (Wisdom)

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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.

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.

Harness Divine Power (Optional)
At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

Blessed Strikes


When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.


Cantrips


Sacred Flame


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.

Toll the Dead


You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

Virtue


You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Hand of Radiance


You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

Features & Traits
You start with the following equipment, in addition to the equipment granted by your background:

Warhammer
Chain mail
A light crossbow and 20 bolts
An explorer's pack
A shield and a holy symbol

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Insight, Medicine

Languages & Proficiencies
lvl 1 4/4
lvl 2 2/3
lvl 3 3/3
lvl 4 2/2
15 potions
770 coin
Channel Divinity 2/2
15< per sõnum.
1 inspiration.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Statblocks for your spells.

Level 0 Spells

PHB

Guidance

0-level (Cantrip) Divination

Casting Time 1 Action
Range Touch
Duration Concentration, Concentration, up to 1 minute
Components V S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

Level 1 Spells

Guiding Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: 1 Round
Attack/Save: Ranged
Damage/Effect: Radiant
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 dim 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.

Player's Handbook

Bless

1-level Enchantment

Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A sprinkling of holy water
Duration: Concentration, up to 1 minute
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.
Available for: Cleric, Paladin

One DnD Playtest

Cure Wounds

1-level Abjuration

Casting Time: Action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Damage/Effect: Healing
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. This spell has no effect on Constructs and Undead.
At higher levels: When you cast this spell using a spell slot of level 2 or higher, the healing increases by 2d8 for each slot level above 1.
Available for: Bard, Cleric, Druid, Paladin, Ranger

Basic Rules, pg. 253

Inflict Wounds

1-level Necromancy

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

Damage Type: Necrotic   Saving Throw: Melee   Description: 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

Basic Rules (2014) - Modified

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft.
Components: V
Duration: Instantaneous
Attack/Save: WIS Save

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the command is directly harmful to it.

Choose a command from these options. You might issue a command other than one described here. If you do so, the DM determines how the target behaves.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At higher levels:

You can affect one additional creature for each spell slot level above 1.

Available for: Bard, Cleric, Paladin, Keeper Domain, Knowledge Domain, Order Domain, Oath of the Crown, Oath of Conquest, Draconic Sorcery, Fiend Patron

D&D Free Rules (2024)

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 ft.
Components: V, S, M
Materials: a prayer scroll
Duration: 10 minutes (concentration)

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

Available for: Cleric, Paladin, War Domain, Oath of Devotion

Level 2 Spells

Zone de vérité

2-level Enchantment

Casting Time: 1 action
Range/Area: 18 mètres
Components: Verbal, Somatique
Duration: 10 minutes
Vous créez une zone magique, capable de protéger contre la duplicité, sous forme d'une sphère de 4,50 mètres de rayon centrée sur un point de votre choix situé à portée.Jusqu'à la fin du sort, une créature qui pénètre dans la sphère pour la première fois de son tour ou y commence son tour doit réussir un jet de sauvegarde de Charisme. Si elle échoue, elle ne peut pas mentir délibérément tant qu'elle reste dans la zone du sort. Vous savez si chaque créature présente a réussi ou raté son jet de sauvegarde.
Une créature affectée est consciente du sort qui la limite et peut donc soigneusement éviter de répondre aux questions qui susciteraient normalement un mensonge de sa part. Une telle créature peut rester évasive dans ses réponses, tant qu'elle reste dans les limites de la vérité.

PHB

Blindness/Deafness

2-level Necromancy

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Bard, Cleric, Sorcerer, Wizard, Druid (Circle of Spores), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Fiend),

PHB

Lesser Restoration

2-level Abjuration

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

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

PHB

Spiritual Weapon

2-level Evocation

Casting Time 1 Bonus Action
Range 60 feet
Duration 1 minute
Components V S

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Class(es): Cleric

Bonus ActionMelee Spell AttackRange: 20 feet
1d8 + Spellcasting Ability ModifierForce Damage

Player's Handbook 251

Hold Person

2-level Enchantment

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 Minute
Components V, S, M
Materials A small, straight piece of iron.

Damage Type: Hold   Attack/Save Throw: WIS 15   Description: Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Paladin

Level 3 Spells

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.   Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.   In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using 5 or more spell points, the damage increases by 1d8 for every two additional points spent over 3.
Available for: Healer

PHB

Spirit Guardians

3-level Conjuration

Casting Time: 1 Action
Range/Area: Self (15-foot radius)
Components: Verbal, Somatic, Material
Materials: Holy Symbol
Duration: Concenctraion, up to 10 minutes
Attack/Save: Wisdom
Damage/Effect: 3d8 Radiant (if Good or Neutral) or Necrotic (if Evil)
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin

Acquisitions Incorporated

Motivational Speech

3-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Buff
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.  
I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway? -Walnut Dankgrass
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Available for: Bard, Cleric

Player's Handbook

Revivify

3-level Necromancy

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Cleric, paladin

DND Beyond

Beacon of Hope

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 minute - Concentration
Attack/Save: None
Damage/Effect: Buff

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Available for: Cleric

Level 4 Spells

Basic Rules , pg. 217

Banishment

4-level Abjuration

Casting Time 1 Action
Range 60 ft
Duration 1 Minute
Components V, S, M
Materials An item distasteful to the target.

Damage Type: Banishment   Saving Throws: Charisma   Description: You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.   If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At higher levels:
When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Class(es): Cleric, Paladin, Sorcerer, Warlock, Wizard

Death Ward

4-level Abjuration

Casting Time 1 Action
Range Touch
Duration 8 hours
Components V, S

You touch a creature and grant it a measure of protection from death.   The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.   If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Class(es): Cleric, Paladin, Artificer (Alchemist), Sorcerer (Divine Soul)

Guardian of Faith

4-level Conjuration

Casting Time 1 Action
Range 30ft
Duration 8 hours
Components V

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.   Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Class(es): Cleric, Paladin (Oath of the Crown), Paladin (Oath of Devotion), Sorcerer (Divine Soul), Warlock (The Celestial)

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