TEXT: Cleric Features
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know three cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
  Dwarf Cleric 1
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +4 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
   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 up to four cleric spells. The spells 
  must be of a level for which you have 
  spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 18 (chain mail, shield)
  Hit Points 11 (Hit Dice 1d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  14	(+2)	
  8	(−1)	
  15	(+2)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  16 (+3) 
  12 (+1)
  Proficiencies	(+2	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +5, Cha +3; 
  advantage on saves against 
  being	poisoned
  Skills Insight +5, Medicine +5, 
  Persuasion	+3,	Religion	+2
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision 60 ft., passive 
  (Perception) 13
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks:
  • Warhammer. Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target.  
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 2 slashing damage
  Preserve Life. Cleric Channel 
  Divinity	feature
  Turn Undead. Cleric Channel 
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  13;	+5	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	sacred flame, spare 
  the dying, thaumaturgy
  	 1st	Level	(2	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  poison and disease, guiding bolt, 
  healing word
   * domain spell (Life Domain)
  
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, chain mail, holy symbol, common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, jeweler’s tools, mess 
  kit, pouch, rations (10 days), shield (with 
  holy symbol emblazoned), tinderbox, 
  warhammer, waterskin, money (3 gp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so once.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 10 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 13 Wisdom saving 
  throw or become 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 
  Dwarf Cleric 2
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +4 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
  an effect that prevents it from moving. If 
  there’s nowhere to move, the creature can 
  use the Dodge action.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know three cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 18 (chain mail, shield)
  Hit Points 19 (Hit Dice 2d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  14	(+2)	
  8	(−1)	
  15	(+2)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  16 (+3) 
  12 (+1)
  Proficiencies	(+2	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +5, Cha +3; 
  advantage on saves against 
  being	poisoned
  Skills Insight +5, Medicine +5, 
  Persuasion	+3,	Religion	+2
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision 60 ft., passive 
  (Perception) 13
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks:
  • Warhammer. Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target.  
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 2 slashing damage
  Preserve Life. Cleric Channel 
  Divinity	feature
  Turn Undead. Cleric Channel 
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  13;	+5	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	sacred flame, spare 
  the dying, thaumaturgy
  	 1st	Level	(3	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word
   * domain spell (Life Domain)
  
  Cleric Features (cont’d)
  Spellcasting (cont’d).
   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 up to five cleric spells. The spells 
  must be of a level for which you have 
  spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, chain mail, holy symbol, common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, jeweler’s tools, mess 
  kit, pouch, rations (10 days), shield (with 
  holy symbol emblazoned), tinderbox, 
  warhammer, waterskin, money (4 gp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so once.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 15 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 13 Wisdom saving 
  throw or become 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 
  Dwarf Cleric 3
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +4 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
  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.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 18 (chain mail, shield)
  Hit Points 27 (Hit Dice 3d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  14	(+2)	
  8	(−1)	
  15	(+2)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  16 (+3) 
  12 (+1)
  Proficiencies	(+2	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +5, Cha +3; 
  advantage on saves against 
  being	poisoned
  Skills Insight +5, Medicine +5, 
  Persuasion	+3,	Religion	+2
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision 60 ft., passive 
  (Perception) 13
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks:
  • Warhammer. Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target.  
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 2 slashing damage
  Preserve Life. Cleric Channel 
  Divinity	feature
  Turn Undead. Cleric Channel 
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  13;	+5	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	sacred flame, spare 
  the dying, thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  poison and disease, guiding bolt, 
  healing word
  	 2nd	Level	(2	slots):	calm emotions, 
  lesser restoration*, prayer of healing, 
  spiritual weapon*	(warhammer)
   * domain spell (Life Domain)
  
  Cleric Features (cont’d)
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know three cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to six cleric spells. The spells 
  must be of a level for which you have 
  spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, chain mail, holy symbol, common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, jeweler’s tools, mess 
  kit, pouch, rations (10 days), shield (with 
  holy symbol emblazoned), tinderbox, 
  warhammer, waterskin, money (5 gp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so once.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 20 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 14 Wisdom saving 
  throw or become 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 
  Dwarf Cleric 4
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +4 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
  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.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 18 (chain mail, shield)
  Hit Points 35 (Hit Dice 4d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  14	(+2)	
  8	(−1)	
  15	(+2)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  18 (+4) 
  12 (+1)
  Proficiencies	(+2	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +6, Cha +3; 
  advantage on saves against 
  being	poisoned
  Skills Insight +6, Medicine +6, 
  Persuasion	+3,	Religion	+2
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision 60 ft., passive 
  (Perception) 14
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks:
  • Warhammer. Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target.  
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 2 slashing damage
  Preserve Life. Cleric Channel 
  Divinity	feature
  Turn Undead. Cleric Channel 
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  14;	+6	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	mending, sacred 
  flame, spare the dying, thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word, protection from 
  evil and good
  	 2nd	Level	(3	slots):	calm emotions, 
  lesser restoration*, prayer of healing, 
  spiritual weapon*	(warhammer)
   * domain spell (Life Domain)
  
  Cleric Features (cont’d)
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know four cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to eight cleric spells. The 
  spells must be of a level for which you 
  have spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, chain mail, holy symbol, common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, holy water (1), jeweler’s 
  tools, mess kit, pouch, rations (10 days), 
  shield (with holy symbol emblazoned), 
  tinderbox, warhammer, waterskin, 
  money (5 gp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so once.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 25 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 15 Wisdom saving 
  throw or become turned for 1 minute or 
  until it takes any damage. If the creature 
  has a challenge rating of 1/2 or lower, it is 
  destroyed instead.
  Dwarf Cleric 5
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +6 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
   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.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 18 (chain mail, shield)
  Hit Points 43 (Hit Dice 5d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  14	(+2)	
  8	(−1)	
  15	(+2)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  18 (+4) 
  12 (+1)
  Proficiencies	(+3	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +7, Cha +4; 
  advantage on saves against 
  being	poisoned
  Skills Insight +7, Medicine +7, 
  Persuasion	+4,	Religion	+3
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision 60 ft., passive 
  (Perception) 14
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks:
  • Warhammer. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target.  
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d6 + 2 slashing damage
  Preserve Life. Cleric Channel 
  Divinity	feature
  Turn Undead. Cleric Channel 
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  15;	+7	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	mending, sacred 
  flame, spare the dying, thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word, protection from 
  evil and good
  	 2nd	Level	(3	slots):	calm emotions, 
  lesser restoration*, prayer of healing, 
  spiritual weapon*	(warhammer)
  	 3rd	Level	(2	slots):	beacon of hope*, 
  dispel magic, revivify*
   * domain spell (Life Domain)
  
  Cleric Features (cont’d)
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know four cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to nine cleric spells. The spells 
  must be of a level for which you have 
  spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, chain mail, holy symbol (set 
  with a 300 gp worth of diamonds for 
  revivify), common clothing with cleric 
  vestments, handaxe (2), healer’s kit, 
  holy water (3), jeweler’s tools, mess kit, 
  potion of healing, pouch, rations (10 days), 
  shield (with holy symbol emblazoned), 
  tinderbox, warhammer, waterskin, 
  money (3 gp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so twice.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 30 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 15 Wisdom saving 
  throw or become turned for 1 minute or 
  until it takes any damage. If the creature 
  has a challenge rating of 1/2 or lower, it is 
  destroyed instead.
  Dwarf Cleric 6
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +6 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
   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.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Blessed Healer. When you cast a 
  spell of 1st level or higher that restores 
  hit points to a creature other than you, 
  you regain hit points equal to 2 + the 
  spell’s level.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 19 (splint, shield)
  Hit Points 51 (Hit Dice 6d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  14	(+2)	
  8	(−1)	
  15	(+2)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  18 (+4) 
  12 (+1)
  Proficiencies	(+3	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +7, Cha +4; 
  advantage on saves against 
  being	poisoned
  Skills	Insight	+7,	Medicine	+7,	
  Persuasion	+4,	Religion	+3
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision 60 ft., passive 
  (Perception)	14
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks:
  • Warhammer. Melee Weapon Attack: 
  +5	to	hit,	reach	5	ft.,	one	target.	 
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5	to	hit,	reach	5	ft.	or	range	
  20/60 ft., one target.  
  Hit: 1d6 + 2 slashing damage
  Preserve Life. Cleric	Channel	
  Divinity	feature
  Turn Undead. Cleric	Channel	
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  15;	+7	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	mending, sacred 
  flame, spare the dying, thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word, protection from 
  evil and good
  	 2nd	Level	(3	slots):	calm emotions, 
  lesser restoration*, prayer of healing, 
  spiritual weapon*	(warhammer)
  	 3rd	Level	(3	slots):	beacon of hope*, 
  dispel magic, remove curse, revivify*
   * domain spell (Life Domain)
  
  Cleric Features (cont’d)
  Life Domain (cont’d). 
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know four cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to ten cleric spells. The spells 
  must be of a level for which you have 
  spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, holy symbol (set with a 300 gp 
  worth of diamonds for revivify), common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, holy water (2), jeweler’s 
  tools, mess kit, pouch, rations (10 days), 
  shield (with holy symbol emblazoned), 
  splint armor, tinderbox, warhammer, 
  waterskin, money (3 gp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so twice.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 35 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 15 Wisdom saving 
  throw or become turned for 1 minute or 
  until it takes any damage. If the creature 
  has a challenge rating of 1/2 or lower, it is 
  destroyed instead.
  Dwarf Cleric 7
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +6 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
   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.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Blessed Healer. When you cast a 
  spell of 1st level or higher that restores 
  hit points to a creature other than you, 
  you regain hit points equal to 2 + the 
  spell’s level.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 19 (splint, shield)
  Hit Points 59 (Hit Dice 7d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  14	(+2)	
  8	(−1)	
  15	(+2)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  18 (+4) 
  12 (+1)
  Proficiencies	(+3	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +7, Cha +4; 
  advantage on saves against 
  being	poisoned
  Skills	Insight	+7,	Medicine	+7,	
  Persuasion	+4,	Religion	+3
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision 60 ft., passive 
  (Perception)	14
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks:
  • Warhammer. Melee Weapon Attack: 
  +5	to	hit,	reach	5	ft.,	one	target.	 
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5	to	hit,	reach	5	ft.	or	range	
  20/60 ft., one target.  
  Hit: 1d6 + 2 slashing damage
  Preserve Life. Cleric	Channel	
  Divinity	feature
  Turn Undead. Cleric	Channel	
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  15;	+7	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	mending, sacred 
  flame, spare the dying, thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word, protection from 
  evil and good
  	 2nd	Level	(3	slots):	calm emotions, 
  lesser restoration*, prayer of healing, 
  spiritual weapon*	(warhammer)
  	 3rd	Level	(3	slots):	beacon of hope*, 
  dispel magic, remove curse, revivify*
  	 4th	Level	(1	slot): death ward*, 
  guardian of faith*, stone shape
   * domain spell (Life Domain)
  
  Cleric Features (cont’d)
  Life Domain (cont’d). 
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know four cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to eleven cleric spells. The 
  spells must be of a level for which you 
  have spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, holy symbol (set with a 300 gp 
  worth of diamonds for revivify), common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, holy water (2), jeweler’s 
  tools, mess kit, pouch, rations (10 days), 
  shield (with holy symbol emblazoned), 
  splint armor, tinderbox, warhammer, 
  waterskin, money (5 gp, 2 pp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so twice.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 40 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 15 Wisdom saving 
  throw or become turned for 1 minute or 
  until it takes any damage. If the creature 
  has a challenge rating of 1 or lower, it is 
  destroyed instead.
  Dwarf Cleric 8
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +6 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
   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.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Blessed Healer. When you cast a 
  spell of 1st level or higher that restores 
  hit points to a creature other than you, 
  you regain hit points equal to 2 + the 
  spell’s level.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 19 (splint, shield)
  Hit Points 75 (Hit Dice 8d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  15	(+2)	
  8	(−1)	
  16	(+3)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  18 (+4) 
  12 (+1)
  Proficiencies	(+3	proficiency	bonus)
  Armor	all	armor,	shields
  Saving Throws Wis +7, Cha +4; 
  advantage	on	saves	against	
  being	poisoned
  Skills	Insight	+7,	Medicine	+7,	
  Persuasion	+4,	Religion	+3
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances	poison
  Senses darkvision	60	ft.,	passive	
  (Perception)	14
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks	(see	Divine	Strike):
  • Warhammer. Melee Weapon Attack: 
  +5	to	hit,	reach	5	ft.,	one	target.	 
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +5	to	hit,	reach	5	ft.	or	range	
  20/60	ft.,	one	target.	 
  Hit: 1d6	+	2	slashing	damage
  Preserve Life. Cleric	Channel	
  Divinity	feature
  Turn Undead. Cleric	Channel	
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  15;	+7	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	mending, sacred 
  flame, spare the dying, thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word, protection from 
  evil and good
  	 2nd	Level	(3	slots):	calm emotions, 
  lesser restoration*, prayer of healing, 
  spiritual weapon*	(warhammer)
  	 3rd	Level	(3	slots):	beacon of hope*, 
  dispel magic, remove curse, revivify*
  	 4th	Level	(2	slots): banishment, death 
  ward*, guardian of faith*, stone shape
  	 *	domain	spell	(Life	Domain)
  
  Cleric Features (cont’d)
  Life Domain (cont’d). 
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
   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 radiant damage 
  to the target.
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know four cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to twelve cleric spells. The 
  spells must be of a level for which you 
  have spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, holy symbol (set with a 300 gp 
  worth of diamonds for revivify), common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, holy water (3), jeweler’s 
  tools, mess kit, pouch, rations (10 days), 
  shield (with holy symbol emblazoned), 
  splint armor, tinderbox, warhammer, 
  waterskin, money (3 gp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so twice.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 45 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 16 Wisdom saving 
  throw or become turned for 1 minute or 
  until it takes any damage. If the creature 
  has a challenge rating of 1 or lower, it is 
  destroyed instead.
  Dwarf Cleric 9
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +8 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
   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.
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Blessed Healer. When you cast a 
  spell of 1st level or higher that restores 
  hit points to a creature other than you, 
  you regain hit points equal to 2 + the 
  spell’s level.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 19 (splint, shield)
  Hit Points 84 (Hit Dice 9d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  15	(+2)	
  8	(−1)	
  16	(+3)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  18 (+4) 
  12 (+1)
  Proficiencies	(+4	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +8, Cha +5; 
  advantage on saves against 
  being	poisoned
  Skills	Insight	+8,	Medicine	+8,	
  Persuasion	+5,	Religion	+4
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision	60	ft.,	passive	
  (Perception)	14
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks	(see	Divine	Strike):
  • Warhammer. Melee Weapon Attack: 
  +6	to	hit,	reach	5	ft.,	one	target.	 
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +6	to	hit,	reach	5	ft.	or	range	
  20/60	ft.,	one	target.	 
  Hit: 1d6	+	2	slashing	damage
  Preserve Life. Cleric	Channel	
  Divinity	feature
  Turn Undead. Cleric	Channel	
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  16;	+8	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	mending, sacred 
  flame, spare the dying, thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word, protection from 
  evil and good
  	 2nd	Level	(3	slots):	calm emotions, 
  enhance ability, lesser restoration*, 
  prayer of healing, spiritual weapon* 
  (warhammer)
  	 3rd	Level	(3	slots):	beacon of hope*, 
  dispel magic, remove curse, revivify*
  	 4th	Level	(3	slots): banishment, death 
  ward*, guardian of faith*, stone shape
  	 5th	Level	(1	slot):	mass cure wounds*, 
  raise dead*
   * domain spell (Life Domain)
  
  Cleric Features (cont’d)
  Life Domain (cont’d). 
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
   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 radiant damage 
  to the target.
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know four cantrips, 
  which you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to thirteen cleric spells. The 
  spells must be of a level for which you 
  have spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, holy symbol (set with a 300 gp 
  worth of diamonds for revivify), common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, holy water (3), jeweler’s 
  tools, mess kit, pouch, rations (10 days), 
  shield (with holy symbol emblazoned), 
  splint armor, tinderbox, warhammer, 
  waterskin, money (20 gp, 3 pp)
  
  Cleric Features
  Channel Divinity (Recharges after You 
  Finish a Short or Long Rest). You can 
  channel divine energy to create one of the 
  following effects. You can do so twice.
   Preserve Life. As an action, you present 
  your holy symbol and evoke healing 
  energy that can restore up to 50 hit 
  points. Choose any creatures within 30 
  feet of you, and divide those hit points 
  among them. This feature can restore 
  a creature to no more than half of its 
  hit point maximum. You can’t use this 
  feature on an undead or a construct.
   Turn Undead. As an action, you present 
  your holy symbol and speak a prayer 
  censuring the undead. Each undead that 
  can see or hear you within 30 feet of you 
  must succeed on a DC 16 Wisdom saving 
  throw or become turned for 1 minute or 
  Dwarf Cleric 10
  “By Moradin’s hammer, be 
  made whole!”
  Although you started out as 
  an artisan, you heard the 
  voice of the dwarven deities 
  in the stones you carved and 
  metal you shaped. Your acts of artistry 
  became acts of reverence, causing you 
  to desire to exemplify the inner nature of 
  your people. You joined the clergy, and 
  your pure dwarven desires allowed you to 
  connect to the divine.
  Background (Guild Jeweler)
  Before you became devoted to the 
  dwarven deities, you were a journeyman 
  jeweler and gem cutter. Even outside your 
  home, you are recognized by your badge 
  and skill. You have the aid of a loose 
  coalition of guilds, and one day you shall 
  become a master your own right. Seeking 
  such mastery is an act of worship to you.
   Guild Member. Fellow guild members 
  can provide you with necessities, and 
  the guild can use its political power to 
  aid you. In some areas, a guildhall offers 
  a place to meet other members of your 
  profession and those who aid the guild. 
  You must pay dues of 5 gp per month 
  to the guild. If you miss payments, you 
  must make up back dues to remain in the 
  guild’s good graces.
   Faction. You are a member of the 
  Lords’ Alliance, a loose coalition of 
  established political powers concerned 
  with mutual security and prosperity.
   Personality Trait. A perfectionist, you 
  demand a lot from yourself and expect 
  the most from others. 
   Ideal. It is the duty of civilized people to 
  strengthen the bonds of community and 
  the security of civilization.
   Bond. You aim to prove you are the 
  greatest artisan of them all.
   Flaw. You are greedy. So you can’t part 
  with money easily, and you haggle to get 
  the best possible deal.
  Dwarf Features
  Darkvision. You can see in dim light 
  within 60 feet of you as if it were bright 
  light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, 
  only shades of gray.
  Stonecunning. You have a +8 bonus on 
  Intelligence (History) checks related to 
  the origin of stonework.
  until it takes any damage. If the creature 
  has a challenge rating of 1 or lower, it is 
  destroyed instead.
   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.
  Divine Intervention. As your action, you 
  pray, describing the assistance you seek, 
  and roll percentile dice. If you roll 10 or 
  lower, your deity intervenes. The DM 
  chooses the nature of the intervention. 
  If your deity intervenes, you can’t use 
  this feature again for 7 days. Otherwise, 
  you can use it again after you finish 
  a long rest.
  Character Name
  Medium humanoid (hill dwarf), Life 
  domain, lawful good
  Armor Class 19 (splint, shield)
  Hit Points 93 (Hit Dice 10d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
  	
  15	(+2)	
  8	(−1)	
  16	(+3)
   
  INT 
  WIS 
  CHA
   
  10 (+0) 
  18 (+4) 
  12 (+1)
  Proficiencies	(+4	proficiency	bonus)
  Armor all armor, shields
  Saving Throws Wis +8, Cha +5; 
  advantage on saves against 
  being	poisoned
  Skills	Insight	+8,	Medicine	+8,	
  Persuasion	+5,	Religion	+4
  Tools	brewer’s	supplies,	
  jeweler’s	tools
  Weapons	battleaxe,	simple	
  weapons,	warhammer
  Damage Resistances poison
  Senses darkvision	60	ft.,	passive	
  (Perception)	14
  Languages	Common,	Dwarvish,	Giant
  Actions
  Attack.	You	can	make	one	of	the	
  following	attacks	(see	Divine	Strike):
  • Warhammer. Melee Weapon Attack: 
  +6	to	hit,	reach	5	ft.,	one	target.	 
  Hit: 1d8	+	2	bludgeoning	damage
  • Handaxe. Melee or Ranged Weapon 
  Attack: +6	to	hit,	reach	5	ft.	or	range	
  20/60	ft.,	one	target.	 
  Hit: 1d6	+	2	slashing	damage
  Divine Intervention. Cleric	feature
  Preserve Life. Cleric	Channel	
  Divinity	feature
  Turn Undead. Cleric	Channel	
  Divinity	feature
  Options
  Spellcasting.	You	are	a	spellcaster	
  (cleric	feature)	who	uses	Wisdom	as	
  your	spellcasting	ability	(spell	save	DC	
  16;	+8	to	hit	with	spell	attacks).	You	
  have	the	following	spells	prepared:
  	 Cantrips	(at	will):	guidance, 
  mending, sacred flame, spare the dying, 
  thaumaturgy
  	 1st	Level	(4	slots):	bless*, cure 
  wounds*, detect evil and good, detect 
  magic, detect poison and disease, guiding 
  bolt, healing word, protection from 
  evil and good
  	 2nd	Level	(3	slots):	calm emotions, 
  enhance ability, lesser restoration*, 
  prayer of healing, spiritual weapon* 
  (warhammer)
  	 3rd	Level	(3	slots):	beacon of hope*, 
  dispel magic, remove curse, revivify*
  	 4th	Level	(3	slots): banishment, death 
  ward*, guardian of faith*, stone shape
  	 5th	Level	(2	slots):	flame strike, mass 
  cure wounds*, raise dead*
   * domain spell (Life Domain)
  
  Equipment
  Ancient dwarven crossbow bolt (artistic 
  example), backpack, badge (guild), 
  bedroll, holy symbol (set with a 300 gp 
  worth of diamonds for revivify), common 
  clothing with cleric vestments, handaxe 
  (2), healer’s kit, holy water (4), jeweler’s 
  tools, mess kit, pouch, rations (10 days), 
  shield (with holy symbol emblazoned), 
  splint armor, tinderbox, warhammer, 
  waterskin, money (20 gp, 3 pp)
  Cleric Features (cont’d)
  Life Domain. The Life domain focuses 
  on the vibrant positive energy—one of 
  the fundamental forces of the universe—
  that sustains all life. You gain a number 
  of domain spells, which are always 
  considered to be prepared, as a result of 
  this domain. In addition, you have access 
  to the following features:
   Blessed Healer. When you cast a 
  spell of 1st level or higher that restores 
  hit points to a creature other than you, 
  you regain hit points equal to 2 + the 
  spell’s level.
   Disciple of Life. When you cast a 
  spell of 1st level or higher to restore hit 
  points to a creature, the creature regains 
  additional hit points equal to 2 + the 
  spell’s level.
   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 radiant damage 
  to the target.
  Spellcasting. Drawing on the divine 
  essence of nature, you can cast spells to 
  shape that essence to your will.
   Cantrips. You know five cantrips, which 
  you can cast at will.
   Preparing and Casting Spells. To cast 
  one of your cleric spells, you must expend 
  a slot of the spell’s level or higher. You 
  regain all expended spell slots when you 
  finish a long rest.
   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 up to fourteen cleric spells. The 
  spells must be of a level for which you 
  have spell slots.
   You can  change your list of prepared 
  spells when you finish a long rest. When 
  you prepare new spells, you must pray 
  for 1 minute per spell level for each spell 
  on your list.
   Spellcasting Ability. Wisdom is your 
  spellcasting ability for your cleric 
  spells, since your magic draws upon 
  your devotion to the dwarven deities, 
  especially Moradin. You use your 
  Wisdom whenever a spell refers to your 
  spellcasting ability.
   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.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/EXTRA/Pre-Gens/Dwarf Cleric.pdf