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Orla Carver

3 Level (0/2700 XP for level-up) Background Human Race / Species / Heritage Neutral Good Alignment
Cleric
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
14
+2
DEX
10
+0
CON
14
+2
INT
11
+0
WIS
16
+3
CHA
10
+0
22
Hit Points
+0
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+0 Deception CHA
+2 History INT
+3 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+5 Medicine WIS
+0 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Unarmed Strike +6 STR 3+2 Bludgeoning
Attacks

Spell Book

Miner’s outfit (thick canvas shirt, leather apron, sturdy trousers)

Smith’s tools

Holy symbol (hammer & flame pendant)

Silver ring with forge rune

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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Level 0 Spells

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: two lodestones
Duration: Instant
Damage/Effect: Utility
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard, Artificer

SRD

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Rouch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
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.
Available for: Clearic, Druid, Artificer

SRD

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch (20 ft. sphere)
Components: Verbal, Material
Materials: a firefly or phosphorescent moss
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Creation
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.
Available for: Bard, Cleric, Sorcerer, Wizard, Artificer

Level 1 Spells

Basic Rules (2014)

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S, M
Materials: a sprinkling of holy water
Duration: 1 minute (concentration)
Damage/Effect: Buff

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, Life Domain, Community Domain

D&D Free Rules (2024)

Cure Wounds

1-level Abjuration

Casting Time: 1 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 + your spellcasting ability modifier.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Life Domain, Circle of Wildfire, Celestial Patron

SRD

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small parchment with a bit of holy text written on it
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

Basic Rules (2014)

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30 ft. (30 ft. cube)
Components: V, S, M
Materials: a mix of water and sand
Duration: Instantaneous
Damage/Effect: Creation

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Available for: Cleric, Druid, Oath of the Open Sea, The Fathomless

Basic Rules (2014) - Modified

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30 ft.
Components: V, S, M
Materials: a shard of glass from a mirror
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Available for: Artificer, Cleric, Paladin, Peace Domain, The Genie

Player's Handbook

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Components: Verbal, Somatic, Material
Materials: (a pearl worth at least 100 gp and an owl feather)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Available for: Artificer, Bard, Wizard

Player's Handbook (2014) - Modified

Searing Smite

1-level Evocation

Casting Time: 1 bonus action*
Range/Area: Self
Components: V
Duration: 1 minute (concentration)

As you hit a creature with a melee attack, your strike flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

* - Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Available for: Paladin, Forge Domain

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