Class & Level

Twilight Cleric Lvl 3

Species

Human

Background

Acolyte

Alignment

______________

Strength

16

+3

Dexterity

12

+1

Constitution

14

+2

Intelligence

10

+0

Wisdom

18

+4

Charisma

8

-1

17

Armour
Class

+1

Initiative
Bonus

30

Movement
Speed

24

Max Health Points

Saving Throws

Strength

+3

Dexterity

+1

Constitution

+4

Intelligence

+0

Wisdom

+6

Charisma

+1

+2

Proficiency
Bonus

WIS

+5

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+1

Animal Handling Wis

+4

Arcana Int

+0

Athletics Str

+3

Deception Cha

-1

History Int

+2

Insight Wis

+6

Intimidation Cha

-1

Investigation Int

+0

Medicine Wis

+6

Nature Int

+0

Perception Wis

+6

Performance Cha

-1

Persuasion Cha

-1

Religion Int

+2

Sleight of Hand Dex

+1

Stealth Dex

+1

Survival Wis

+4

Traits & Gear

Traits

A cantankerous old wayfinder, you have long travelled the waters of the Trackless Sea, using your knowledge of the area and connection with the Goddess of Moonlight, Selune, to guide ships safely, for a hefty fee. Her voice has spoken to you recently, telling you of a threat and guiding you to the lord’s alliance ship. You know not what you seek, but trust in her guidance. The guidance of selune only comes for tasks of great importance.

Equipment & Money

Morningstar: +5 to hit, 1d8+3 damage.
Shield: +2AC
Scale mail: 15 AC, disadvantage on stealth checks.
A light crossbow and 20 bolts

Holy Symbol (a lantern)

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Twilight Darkvision

You can see through the deepest gloom, darkvision to a range of 300ft.

Share your darkvision with willing creatures you can see within 10ft. of you. Up to 3 creatures, this feature lasts for 1 hour, can renew with a spell slot of any level or following a long rest.

Channel Divinity: Restoration

Channel Divinity: You expend a use of Channel Divinity to regain a lvl 1 spell slot.

Vigilant Blessing

You give one creature you touch (can be yourself) advantage on an initiative roll until they use the roll or you use this feature again.

Actions

Abilities that take require an action, bonus action or reaction. 

Channel Divinity: Turn Undead

Channel Divinity: Each undead within 30ft. must make a Wis saving throw, if failed must run from you as far as it can. Each turn can save or effect ends if creature takes damage.

Channel Divinity: Soothing Twilight

Channel Divinity:  You refresh your allies with soothing twilight. You present your holy symbol and a 30ft radius of soothing twilight emanates from you. Lasts for 1 minute unless you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere they gain: 1d6 + 3 temporary hit points and you end one effect causing them to be charmed or frightened.

Attack – Morningstar

Attack – Morningstar – D20+5 to hit, 1d8 + 3 damage

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

Channel Divinity : – : 🟨 Spellslots : Lv 1 : 🟦🟦🟦🟦 Spellslots : Lv 2 : 🟦🟦

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Guidance

Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 1 minute
Give 1 person an extra 1d4 to a skill check.

Sacred Flame

Casting Time: 1 action | Range: 60 feet
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Toll the Dead

Casting Time: 1 action | Range: Touch

You point at a creature you choose and a tolling bell sounds in the distance. The target takes 1d8 necrotic damage (1d12 if it is missing any of its hit points) unless it succeeds on a Wisdom saving throw.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.

Guiding Bolt Lv1

Casting Time: 1 action | Range: 120 feet | Duration: 1 round

Fire a spell of radiant power. Range spell attack, +6 to hit, 4d6 radiant damage and glows with divine light, giving the next attack against it advantage.

Faerie Fire Lv1

Casting Time: 1 action | Range: 60 feet – 20 feet radius | Duration: Concentration, up to 1 minute

All creatures in the spells radius must make a dexterity saving throw. Creatures who fail glow a colour of your choice. Attacks have advantage against them and they can’t hide or turn invisible.

Bless Lv1

Casting Time: Action | Range: 30 feet |  | Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. They get an extra 1d4 to attack rolls and saving throws.

Sleep Lv1

Casting Time: Action | Range: 90 feet |  | Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points.

Healing Word Lv1

Casting Time: 1 bonus action | Range: 60 feet
A creature of your choice that you can see within range regains hit points equal to 1d4 +4. Or 2d4+4 using a lv2 spell slot.

Command Lv1

Casting Time: 1 action | Range: 60 feet
Enemies makes a WIS save against a one-word command you make such as Drop it, Flee, Grovel or Halt, your choice.

Spiritual Weapon Lv2

Casting Time: 1 bonus action | Range: 60 feet | Duration: 1 minute
You create a floating, spectral weapon (anything you like) within range that lasts for the duration.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. D20+5 to hit. On a hit, t1d8 + 4 Force Damage.

As a bonus action on your turn, you can move the weapon up to 20 feet and attack with it.

Moonbeam Lv2

Casting Time: action | Range: 120 feet |Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot radius Until the spell ends, dim light fills the cylinder. Once per each creatures turn if it enters or is in the beam it makes a CON saving throw against 2d10 radiant damage. Shape changers make their roll with disadvantage and on a fail are forced into their true form. You can use another action to move the beam 60ft.

See Invisible Lv2

Casting Time: 1 action | Range: Self | Duration: 1 hour
For 1 hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.