TEXT:  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.
   Spell Save DC: 13
  	 Spell	Attack	Modifier:	+5
   Spell Slots: 1st-level (2)
  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 as a spellcasting focus for your 
  cleric spells.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
   1st-level spells: fog cloud, thunderwave
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  Human  
  Cleric 1
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting	Ability.	You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 4 spells. The spells must be 
  of 1st level.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  one. You can use this feature 3 times. You 
  regain all expended uses when you finish 
  a long rest.
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  Equipment
  Maul, longsword, chain mail, shield, 
  holy symbol (amulet), explorer’s pack, 
  navigator’s tools, money (50 gp)
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 16 (18 with shield)
  Hit Points 9 (Hit Dice 1d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  16 (+3) 
  12 (+1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Wis +5, Cha +3.
  Skills Athletics +5, Insight +5, 
  Medicine +5, Perception +5.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 15
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +5 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 13 
  Spell Attack Modifier: +5 
  Spell Slots: 1st-level (2)
  
   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.
   Spell Save DC: 13
  	 Spell	Attack	Modifier:	+5
   Spell Slots: 1st-level (3)
  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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You must finish a short or long 
  rest to use your Channel Divinity again.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  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 
  Human  
  Cleric 2
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 5 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
   1st-level spells: fog cloud, thunderwave
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 3 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 16 (18 with shield)
  Hit Points 15 (Hit Dice 2d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  16 (+3) 
  12 (+1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Wis +5, Cha +3.
  Skills Athletics +5, Insight +5, 
  Medicine +5, Perception +5.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 15
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +5 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 13 
  Spell Attack Modifier: +5 
  Spell Slots: 1st-level (3)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame
  1st-level spells: bane, create or destroy 
  water, fog cloud, healing word, inflict 
  wounds, protection from evil and 
  good, thunderwave
  Equipment
  Maul, longsword, chain mail, shield, 
  holy symbol (amulet), explorer’s pack, 
  navigator’s tools, money (50 gp)
  
   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.
   Spell Save DC: 13
  	 Spell	Attack	Modifier:	+5
   Spell Slots: 1st-level (4), 2nd-level (2)
  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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You must finish a short or long 
  rest to use your Channel Divinity again.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  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 
  Human  
  Cleric 3
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 6 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 3 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 16 (18 with shield)
  Hit Points 21 (Hit Dice 3d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  16 (+3) 
  12 (+1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Wis +5, Cha +3.
  Skills Athletics +5, Insight +5, 
  Medicine +5, Perception +5.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 15
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +5 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 13 
  Spell Attack Modifier: +5 
  Spell Slots: 1st-level (4), 2nd-level (2)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: enhance ability, gust of 
  wind, shatter, spiritual weapon
  Equipment
  Maul, longsword, chain mail, shield, 
  holy symbol (amulet), explorer’s pack, 
  navigator’s tools, money (50 gp)
  
   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.
   Spell Save DC: 14
  	 Spell	Attack	Modifier:	+6
   Spell Slots: 1st-level (4), 2nd-level (3)
   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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You must finish a short or long 
  rest to use your Channel Divinity again.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  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 
  Human  
  Cleric 4
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 8 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 4 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 16 (18 with shield)
  Hit Points 27 (Hit Dice 4d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  18 (+4) 
  12 (+1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Wis +6, Cha +3.
  Skills Athletics +5, Insight +6, 
  Medicine +6, Perception +6.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 16
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +5 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 14 
  Spell Attack Modifier: +6 
  Spell Slots: 1st-level (4), 2nd-level (3)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  
  Prepared Spells
  Cantrips:	light, resistance, sacred flame, 
  spare the dying
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: blindness/deafness, 
  enhance ability, gust of wind, lesser 
  restoration, shatter, spiritual weapon
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Equipment
  Maul, longsword, chain mail, shield, 
  holy symbol (amulet), explorer’s pack, 
  navigator’s tools, money (50 gp)
  
   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.
   Spell Save DC: 15
  	 Spell	Attack	Modifier:	+7
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (2)
   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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You must finish a short or long 
  rest to use your Channel Divinity again.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  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.
  Human  
  Cleric 5
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 9 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
   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.	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 CR 1/2.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
   3rd-level	spells:	call 
  lightning, sleet storm
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 17 (19 with shield)
  Hit Points 33 (Hit Dice 5d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  18 (+4) 
  12 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Wis +7, Cha +4.
  Skills Athletics +6, Insight +7, 
  Medicine +7, Perception +7.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 17
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +6 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 15 
  Spell Attack Modifier: +7 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (2)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  Destroy Undead. Cleric feature.
  
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 4 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame, 
  spare the dying
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: enhance ability, gust of 
  wind, lesser restoration, shatter
  3rd-level	spells:	bestow curse, 
  call lightning, dispel magic, 
  revivify, sleet storm
  Equipment
  Maul, longsword, splint mail, shield, holy 
  symbol (amulet), holy symbol (emblem on 
  shield), explorer’s pack, navigator’s tools, 
  potion of healing (2), flask of holy water 
  (2), vial of antitoxin, riding horse (with 
  bit, bridle, riding saddle, saddlebags), 
  money (129 gp)
  
   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.
   Spell Save DC: 15
  	 Spell	Attack	Modifier:	+7
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3)
  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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You can use this feature twice, 
  then finish a short or long rest to 
  replenish these uses.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  Each undead that can see or hear you 
  within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails 
  Human  
  Cleric 6
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 10 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.	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 CR 1/2.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
   3rd-level	spells:	call 
  lightning, sleet storm
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 17 (19 with shield)
  Hit Points 39 (Hit Dice 6d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  18 (+4) 
  12 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Wis +7, Cha +4.
  Skills Athletics +6, Insight +7, 
  Medicine +7, Perception +7.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 17
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +6 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 15 
  Spell Attack Modifier: +7 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  Destroy Undead. Cleric feature.
  Thunderbolt Strike. Tempest 
  domain feature.
  
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 4 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Thunderbolt	Strike.	When you deal 
  lightning damage to a Large or smaller 
  creature, you can also push it up to 10 
  feet away from you.
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame, 
  spare the dying
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: enhance ability, gust of 
  wind, lesser restoration, shatter
  3rd-level	spells:	bestow curse, call 
  lightning, dispel magic, revivify, sleet 
  storm, water walk
  Equipment
  Maul, longsword, splint mail, shield, holy 
  symbol (amulet), holy symbol (emblem on 
  shield), explorer’s pack, navigator’s tools, 
  potion of healing (2), flask of holy water 
  (2), vial of antitoxin, riding horse (with 
  bit, bridle, riding saddle, saddlebags), 
  money (129 gp)
  
   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.
   Spell Save DC: 15
  	 Spell	Attack	Modifier:	+7
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (1)
  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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You can use this feature twice, 
  then finish a short or long rest to 
  replenish these uses.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  Each undead that can see or hear you 
  within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails 
  Human  
  Cleric 7
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 11 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.	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 CR 1/2.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 17 (19 with shield)
  Hit Points 45 (Hit Dice 7d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  18 (+4) 
  12 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Wis +7, Cha +4.
  Skills Athletics +6, Insight +7, 
  Medicine +7, Perception +7.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 17
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +6 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 15 
  Spell Attack Modifier: +7 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (1)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  Destroy Undead. Cleric feature.
  Thunderbolt Strike. Tempest 
  domain feature.
  
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
   3rd-level	spells:	call 
  lightning, sleet storm
   4th-level spells: control 
  water, ice storm
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 4 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Thunderbolt	Strike.	When you deal 
  lightning damage to a Large or smaller 
  creature, you can also push it up to 10 
  feet away from you.
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame, 
  spare the dying
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: enhance ability, gust of 
  wind, lesser restoration, shatter
  3rd-level	spells:	bestow curse, 
  call lightning, dispel magic, 
  revivify, sleet storm
  4th-level spells: banishment, control 
  water, ice storm
  Equipment
  Maul, longsword, splint mail, shield, holy 
  symbol (amulet), holy symbol (emblem on 
  shield), explorer’s pack, navigator’s tools, 
  potion of healing (2), flask of holy water 
  (2), vial of antitoxin, riding horse (with 
  bit, bridle, riding saddle, saddlebags), 
  money (129 gp)
  
   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.
   Spell Save DC: 16
  	 Spell	Attack	Modifier:	+8
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (2)
  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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You can use this feature twice, 
  then finish a short or long rest to 
  replenish these uses.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  Each undead that can see or hear you 
  within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails 
  Human  
  Cleric 8
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 13 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.	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 CR 1.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 17 (19 with shield)
  Hit Points 51 (Hit Dice 8d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  20 (+5) 
  12 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Wis +8, Cha +4.
  Skills Athletics +6, Insight +8, 
  Medicine +8, Perception +8.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 18
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +6 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 16 
  Spell Attack Modifier: +8 
  Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (2)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  Destroy Undead. Cleric feature.
  Thunderbolt Strike. Tempest 
  domain feature.
  Divine Strike. Tempest domain feature.
  
  bit, bridle, riding saddle, saddlebags), 
  money (129 gp)
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
   3rd-level	spells:	call 
  lightning, sleet storm
   4th-level spells: control 
  water, ice storm
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 5 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Thunderbolt	Strike.	When you deal 
  lightning damage to a Large or smaller 
  creature, you can also push it up to 10 
  feet away from you.
  Divine	Strike.	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 thunder damage 
  to the target.
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame, 
  spare the dying
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: enhance ability, gust of 
  wind, lesser restoration, shatter
  3rd-level	spells:	bestow curse, call 
  lightning, dispel magic, mass healing 
  word, revivify, sleet storm
  4th-level spells: banishment, control 
  water, freedom of movement, ice storm
  Equipment
  Maul, longsword, splint mail, shield, holy 
  symbol (amulet), holy symbol (emblem on 
  shield), explorer’s pack, navigator’s tools, 
  potion of healing (2), flask of holy water 
  (2), vial of antitoxin, riding horse (with 
  
   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.
   Spell Save DC: 17
  	 Spell	Attack	Modifier:	+9
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (3), 5th-level (1)
  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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You can use this feature twice, 
  then finish a short or long rest to 
  replenish these uses.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  Each undead that can see or hear you 
  within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails 
  Human  
  Cleric 9
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 14 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.	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 CR 1.
  Domain: Tempest
  Domain Spells. Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 17 (19 with shield)
  Hit Points 57 (Hit Dice 9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  20 (+5) 
  12 (+1)
  Proficiencies (+4 proficiency bonus)
  Saving Throws Wis +9, Cha +5.
  Skills Athletics +7, Insight +9, 
  Medicine +9, Perception +9.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 19
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +7 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 17 
  Spell Attack Modifier: +9 
  Spell Slots: 1st-level (4), 2nd-level 
  (3), 3rd-level (3), 4th-level (3), 
  5th-level (1)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  Destroy Undead. Cleric feature.
  Thunderbolt Strike. Tempest 
  domain feature.
  Divine Strike. Tempest domain feature.
  
  shield), explorer’s pack, navigator’s tools, 
  potion of healing (2), flask of holy water 
  (2), vial of antitoxin, riding horse (with 
  bit, bridle, riding saddle, saddlebags), 
  money (129 gp)
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
   3rd-level	spells:	call 
  lightning, sleet storm
   4th-level spells: control 
  water, ice storm
   5th-level spells: destructive wave, 
  insect plague
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 5 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Thunderbolt	Strike.	When you deal 
  lightning damage to a Large or smaller 
  creature, you can also push it up to 10 
  feet away from you.
  Divine	Strike.	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 thunder damage 
  to the target.
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame, 
  spare the dying
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: enhance ability, gust of 
  wind, lesser restoration, shatter
  3rd-level	spells:	bestow curse, call 
  lightning, dispel magic, mass healing 
  word, revivify, sleet storm
  4th-level spells: banishment, control 
  water, freedom of movement, ice storm
  5th-level spells: destructive wave, flame 
  strike, insect plague
  Equipment
  Maul, longsword, splint mail, shield, holy 
  symbol (amulet), holy symbol (emblem on 
  
   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.
   Spell Save DC: 17
  	 Spell	Attack	Modifier:	+9
   Spell Slots: 1st-level (4), 2nd-level (3), 
  3rd-level (3), 4th-level (3), 5th-level (2)
  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 as a spellcasting focus for your 
  cleric spells.
  Channel Divinity. You have the ability 
  to channel divine energy directly from 
  your deity. When you use your Channel 
  Divinity, you choose which effect to 
  create. You can use this feature twice, 
  then finish a short or long rest to 
  replenish these uses.
  Channel	Divinity:	Turn	Undead.	As an 
  action, you present your holy symbol. 
  Each undead that can see or hear you 
  within 30 feet of you must make a 
  Wisdom saving throw. If the creature fails 
  Human  
  Cleric 10
  “Hail pounding cobbled roofs 
  into rubble, waves pulverizing rocks 
  into pebbles, the crack of trees split by 
  lightning, the crash of thunder, making 
  the strongest men flinch... was there ever 
  a more beautiful symphony?”
  You are a worshiper of destructive 
  weather: an initiate devoted to the 
  wrath of thunder and the divine justice 
  of lightning. You may not be the most 
  popular priest in your community, but few 
  are foolish enough to risk your ire.
  Background (Pirate)
  Your youth was spent on the high seas, 
  as a crewmember on a ship of cutthroats. 
  Your devotion to the gods of wrath 
  began as simple rituals to ward off harsh 
  weather. As you spent more years at sea, 
  your bond with the forces of destruction 
  grew ever stronger.
   Bad Reputation. No matter where you 
  go, people are afraid of you due to your 
  reputation. When you are in a civilized 
  settlement, you can get away with minor 
  criminal offenses.
   Faction. You are a member of the 
  Zhentarim, an unscrupulous organization 
  that seeks to gather economic and 
  political control through both legitimate 
  and shady means.
   Personality	Trait.	You like a job well 
  done, especially if you can convince 
  someone else to do it.
   Ideal. The sea is freedom–the freedom 
  to go anywhere and do anything.
   Bond. The ship is most important–
  crewmates and captains come and go.
   Flaw. Once someone questions your 
  courage, you never back down no matter 
  how dangerous the situation.
  Cleric Features
  Spellcasting Ability. You have the ability 
  to cast divine spells. Wisdom is your 
  spellcasting ability for your cleric spells. 
  You use your Wisdom whenever a spell 
  refers to your spellcasting ability.
   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 15 spells. The spells must be of a 
  level for which you have spell slots.
   To cast a spell, you must expend a slot 
  of the spell’s level or higher. You regain 
  all expended spell slots when you finish 
  a long rest.
  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.	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 CR 1.
  Divine	Intervention.	You can use your 
  action to call on your deity. Describe the 
  assistance you seek, then 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 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 
  a long rest.
  Character Name
  Medium humanoid (human), Tempest 
  domain, chaotic neutral
  Armor Class 17 (19 with shield)
  Hit Points 63 (Hit Dice 10d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON
   
  16 (+3) 
  8 (-1) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  10 (0) 
  20 (+5) 
  12 (+1)
  Proficiencies (+4 proficiency bonus)
  Saving Throws Wis +9, Cha +5.
  Skills Athletics +7, Insight +9, 
  Medicine +9, Perception +9.
  Armor All, shields.
  Weapons Simple, martial.
  Tools Navigator’s tools, vehicles 
  (water)
  Damage Resistances. You take 3 less 
  damage from nonmagical weapons 
  dealing bludgeoning, piercing, or 
  slashing damage.
  Senses Passive Perception 19
  Languages Common, Primordial
  Actions
  Attack. You can attack when you take 
  this action, using the following:
   Maul. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. 
  Hit: 2d6 + 3 bludgeoning damage.
   Longsword. Melee Weapon  
  Attack: +7 to hit, reach 5 ft., 
  one target.  
  Hit: 1d8 + 3 slashing damage.
  Divine Intervention. Cleric feature, 
  see below.
  Reactions
  Wrath	of	the	Storm.	Inflict 2d8 
  lightning or thunder damage on 
  an adjacent creature who hits you 
  (Dexterity save for half damage).
  Options
  Ritual Casting. Cleric feature.
  Spellcasting. Cleric feature. 
  Spell Save DC: 17 
  Spell Attack Modifier: +9 
  Spell Slots: 1st-level (4), 2nd-level 
  (3), 3rd-level (3), 4th-level (3), 
  5th-level (2)
  Channel Divinity. Cleric feature: turn 
  undead or destructive wrath.
  Destroy Undead. Cleric feature.
  Thunderbolt Strike. Tempest 
  domain feature.
  Divine Strike. Tempest domain feature.
  
  5th-level spells: dispel evil and good, 
  destructive wave, flame strike, 
  insect plague
  Equipment
  Maul, longsword, splint mail, shield, holy 
  symbol (amulet), holy symbol (emblem on 
  shield), explorer’s pack, navigator’s tools, 
  potion of healing (2), flask of holy water 
  (2), vial of antitoxin, riding horse (with 
  bit, bridle, riding saddle, saddlebags), 
  money (129 gp)
  Domain: Tempest
  Domain	Spells.	Your clerical domain 
  grants you certain spells that are always 
  prepared, which do not count against the 
  number of spells you can prepare each 
  day. All of your domain spells count as 
  cleric spells for you.
   1st-level spells: fog cloud, thunderwave
   2nd-level spells: gust of wind, shatter
   3rd-level	spells:	call 
  lightning, sleet storm
   4th-level spells: control 
  water, ice storm
   5th-level spells: destructive wave, 
  insect plague
  Wrath	of	the	Storm.	When a creature 
  within 5 feet of you that you can see hits 
  you with an attack, you can use your 
  reaction to cause the creature to make 
  a Dexterity saving throw. The creature 
  takes 2d8 lightning or thunder damage 
  (your choice) on a failed saving throw, 
  and half as much damage on a successful 
  one. You can use this feature 5 times. You 
  regain all expended uses when you finish 
  a long rest.
  Channel	Divinity:	Destructive	Wrath.	
  When you roll lightning or thunder 
  damage, you can use your Channel 
  Divinity to deal maximum damage, 
  instead of rolling.
  Thunderbolt	Strike.	When you deal 
  lightning damage to a Large or smaller 
  creature, you can also push it up to 10 
  feet away from you.
  Divine	Strike.	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 thunder damage 
  to the target.
  Feats
  Heavy	Armor	Master.	While you are 
  wearing heavy armor, bludgeoning, 
  piercing, and slashing damage that 
  you take from nonmagical weapons is 
  reduced by 3.
  Prepared Spells
  Cantrips:	light, resistance, sacred flame, 
  spare the dying, thaumaturgy
  1st-level spells: bane, fog cloud, healing 
  word, inflict wounds, protection from 
  evil and good, thunderwave
  2nd-level spells: enhance ability, gust of 
  wind, lesser restoration, shatter
  3rd-level	spells:	bestow curse, call 
  lightning, dispel magic, mass healing 
  word, revivify, sleet storm
  4th-level spells: banishment, control 
  water, freedom of movement, ice storm
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/EXTRA/Pre-Gens/Human Cleric.pdf