Traqel Son-Traqoul
Level 4
Background Acolyte
Size Medium
Species Goliath
Cleric
Level 4
Hit dice 4/4
1d8+3

STR 11
+0
STR save: +0
DEX 18
+4
DEX save: +4
CON 16
+3
CON save: +3
INT 10
+0
INT save: +0
WIS 20
+5
WIS save: +7
CHA 10
+0
CHA save: +2

Initiative (DEX)
+4
Speed
45
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
16
Studded Leather
Hit Points
25 / 30
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+7
Ability
WIS
Abi Mod
+5
Save DC
15
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +2 STR 1d8 Bludgeoning
  Properties: Versatile (1d6/1d8)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Studded Leather 16
Skills
P/E Bonus Skill Abi
+4 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+0 Deception CHA
+2 History INT
+7 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
+7 Medicine WIS
+0 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+5 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance
+7
Action Touch Concentration, up to 1 minute V,S
 Notes:   You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Spare the Dying
+7
Action 15 feet Instantaneous V,S
 Notes:   Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Light
+7
Action Touch 1 hour V,M
 Notes:   You touch one Large or smaller object that isn’t being worn or carried by someone else. 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. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Mending
+7
1 minute Touch Instantaneous V,S,M
 Notes:   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, but it can’t restore magic to such an object.
Thaumaturgy
+7
Action 30 feet Up to 1 minute V
 Notes:   You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. 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. Tremors. You cause harmless tremors in the ground for 1 minute.
Word of Radiance
+7
Action Self Instantaneous 1d6 V,M
 Notes:   Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Toll the Dead
+7
Action 60 feet Instantaneous V,S
 Notes:   You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. 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. Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word
+7
Bonus Action 60 feet Instantaneous V
 Notes:   A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
Cure Wounds
+7
Action Touch Instantaneous V, S
 Notes:   A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Bless
+7
Action 30 feet Concentration, up to 1 minute V, S, M
 Notes:   You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Command
+7
Action 60 feet Instantaneous V
 Notes:   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. Choose the command from these options: 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 has the Prone condition and then ends its turn. Halt. On its turn, the target doesn’t move and takes no action or Bonus Action. Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1. (CAN USE 1 PER LONG REST (magic initiate))
Detect Magic
+7
Action or Ritual Self Concentration, up to 10 minutes V, S
 Notes:   For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Shield of Faith
+7
Bonus Action 60 feet Concentration, up to 10 minutes V,S,M
 Notes:   A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Level 2 Spells
3 slots

NAME AB CAST RNG DUR DMG CMP #
Aid
+7
Action 30 feet 8 hours V,S,M
 Notes:   Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Lesser Restoration
+7
Bonus Action Touch Instantaneous V,S
 Notes:   You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Zone of Truth
+7
Action 60 feet 10 minutes V,S
 Notes:   You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
Augury
+7
1 minute or Ritual Self Instantaneous V,S,M
 Notes:   You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table. Weal=Good, Woe=Bad, Weal and woe=Good and bad, Indifference=Neither good nor bad. The spell doesn’t account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Hold Person
+7
Action 60 feet Concentration, up to 1 minute V,S,M
 Notes:   Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Prayer of Healing
+7
10 minutes 30 feet Instantaneous V
 Notes:   Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest. Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2
Money
Copper: 4, Silver: 26, Electrum: 0, Gold: 85, Platinum: 0
Treasure and Equipment
Calligrapher’s Supplies
Book (prayers)
Holy Symbol
Parchment (10 sheets)
Robe
Traveler's clothes (Low key fancy)

Lion guild quests: Green knight, new dungeon, herbs
Oliver scavanger adventure card
Unlimted bag
Studded Leather
Quarterstaff
Priest's Pack

  • Backpack

  • Blanket

  • Holy Water

  • Lamp

  • 7 days of Rations

  • Robe

  • Tinderbox


Lion pin
Adventure Card
Lion Cloak
Supplies kit (Rations, water, tent)
Proficiencies, Languages, and Talents
Calligrapher's Supplies

Simple Weapons
Light Armor
Medium Armor
Shields

Common
Features & Traits
Creast of Storms
Passive: get +10 to your movement speed as well as advantage on any smell or hearing based based perception check
Activated: you gain a 1d6 dice to be used in any dex roll, you gain the spells: "Warding wind" and "Gust of wind" and every time you attack while your crest is active you deal an aditional 1d6 slashing damage

Cloud's Jaunt (Cloud Giant). As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.

  • Uses = Proficiency: 2



Powerful Build. You have Advantage on any saving throw you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Large Form. Starting at character level 5, you can change your size to Large as a Bonus Action if you're in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can't use it again until you finish a Long Rest.

Channel Divinity
Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

  • Uses according level = 2


Life Cleric
Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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