Vis
Level 3 (0/2700 XP for level-up)
Background
Size Medium
Species Elf
Cleric
Subclass Tempest
Level 3
Hit dice 3/3
1d8+3

STR 8
-1
STR save: -2
DEX 14
+2
DEX save: +4
CON 16
+3
CON save: +6
INT 10
+0
INT save: +0
WIS 17
+3
WIS save: +10
CHA 8
-1
CHA save: +2

Initiative (DEX)
+2
Speed
30
Passive Perception
15
Heroic Inspiration
Armor Class (AC)
2
Shield
Hit Points
27 / 27
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+5
Ability
WIS
Abi Mod
+3
Save DC
13
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Chain shirt 15
Shield 2
Skills
P/E Bonus Skill Abi
+2 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
+3 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
+3 Survival WIS

+4 Expertise Bonus
+2 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Guidance
+5
Action Touch Concentration, up to 1 min VS
 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.
Sacred Flame
+5
Action 60 ft Instantaneous 1d8 VS
 Notes:   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 Half Cover or Three-Quarters Cover for this save. Upgrade: the damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Spare the Dying
+5
Action 15 ft Instantaneous VS
 Notes:   Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. Upgrade: the range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Message
+5
Action 120 ft 1 round SM
 Notes:   You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.
Light
+5
Action Touch 1 hr VM
 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.
Prestidigitation
+5
Action 10 ft Up to 1 hr VS
 Notes:   You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation: You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Ray of Frost
+5
Action 60 ft Instantaneous 1d8 VS
 Notes:   A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Level 1 Spells
4 slots

NAME AB CAST RNG DUR DMG CMP #
Bane
+5
Action 30 ft Concentration, up to 1 min VSM
 Notes:   Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. You can target one additional creature for each spell slot level above 1.
Guiding Bolt
+5
Action 120 ft 1 round 4d6 VS
 Notes:   You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. The damage increases by 1d6 for each spell slot level above 1.
Command
+5
Action 60 ft 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. You can affect one additional creature for each spell slot level above 1.
Healing Word
+5
Bonus 60 ft 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. The healing increases by 2d4 for each spell slot level above 1.
Fog Cloud
+5
1 action 120 ft Concentration, up to 1 hr VS
 Notes:   You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. The fog’s radius increases by 20 feet for each spell slot level above 1.
Thunderwave
+5
1 action Self (15-ft cube) Instantaneous 2d8 VS
 Notes:   You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. The damage increases by 1d8 for each spell slot level above 1.
Detect Magic
+5
Action or Ritual Self Concentration, up to 10 mins VS
 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.
Find Familiar
+5
1 hour or Ritual 10 ft Instantaneous VSM
 Notes:   You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection: While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat: The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar: When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Level 2 Spells
2 slots

NAME AB CAST RNG DUR DMG CMP #
Aid
+5
Action 30 ft 8 hrs VSM
 Notes:   Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Augury
+5
1 min or Ritual Self Instantaneous VSM
 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. 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.
Gust of Wind
+5
1 action Self (60-ft line) Concentration, up to 1 min VSM
 Notes:   A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Shatter
+5
1 action 60 ft Instantaneous 3d8 VSM
 Notes:   A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. The damage increases by 1d8 for each spell slot level above 2.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 7, Platinum: 0
Treasure and Equipment


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

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