1) Background:
Shelter of the Faithful - As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
2) Racial Traits
Darkvision - Accustomed to twilit forests and the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darknees as if it were dim light. You can't discern color in darkness, only shades of gray;
Keen senses - Proficient in Perception skill;
Fey ancestry - You have advantage on saving throws against being chamerd, and magic can't put you to sleep;
Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is "trance.") W hile meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep;
Drow Magic - ou Know the dacing lights cantrip. When you reach 3rd level, you can cast the faerie fire once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is you spellcasting ability for these spells;
Drow Weapon Trainig - You have proficiency with rapiers, shortswords, and hand crossbows.
3) Cleric Traits
Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these 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 a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
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.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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.
Divine Domain -
Channel Divinity -
Channel Divinity: Turn Undead - as an action, each undead that can see or hear you within 30 feet of you must make a Wisdom saving thow. 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 reactions. For its action, it can use pnly the Dash action or try to scape 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 of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
4) Grave Domain
Circle of Mortality - When you would normally one or more dice to restore hit point with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you lear the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has range of 30 feet, and you can cast it as a bonus action;
Eyes of the grave - At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave -Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
Sentinel at Death's Door - At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Features & Traits