Maneya At'smoor

Class & Level

Order Domain Cleric Lvl 5

Species

High Elf

Background

Sage

Alignment

______________

Strength

15

+2

Dexterity

14

+2

Constitution

13

+1

Intelligence

11

+0

Wisdom

16

+3

Charisma

16

+3

22

Armour
Class

+2

Initiative
Bonus

30

Movement
Speed

Health Points

Saving Throws

Strength

+2

Dexterity

+2

Constitution

+1

Intelligence

+0

Wisdom

+5

Charisma

+5

+3

Proficiency
Bonus

INT

1d8

Spellcasting
Modifier

13

Spellsave
DC

Skills

Acrobatics Dex

+2

Animal Handling Wis

+3

Arcana Int

+5

Athletics Str

+2

Deception Cha

+5

History Int

+2

Insight Wis

+5

Intimidation Cha

+3

Investigation Int

+0

Medicine Wis

+3

Nature Int

+0

Perception Wis

+5

Performance Cha

+3

Persuasion Cha

+3

Religion Int

+3

Sleight of Hand Dex

+2

Stealth Dex

+2

Survival Wis

+3

Traits & Gear

Traits

Darkvision. Accustomed to twilit forests and the night sky, 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 darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is “trance.” While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Equipment & Money

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.

<img class="alignnone wp-image-3174 " src="https://studioventure.co.uk/wp-content/uploads/2025/01/glowaction-voice-of-authority.png" alt="" width="66" height="66" />  Voice of Authority (reaction)

Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Actions

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

Spells, Spellslots & Charges

Cantrips

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

<img class="alignnone size-full wp-image-2997" src="https://studioventure.co.uk/wp-content/uploads/2025/01/glowcantrip-minor-illusion.png" alt="" width="80" height="80" /> Minor illusion

Illusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Spell Lists. BardSorcererWarlockWizard

<img class="alignnone wp-image-2994 size-full" src="https://studioventure.co.uk/wp-content/uploads/2025/01/glowcantrip-guidance.png" alt="" width="80" height="80" /> Guidance (Action)

Divination cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Spell Lists. ArtificerClericDruid

<img class="alignnone wp-image-3001 size-full" src="https://studioventure.co.uk/wp-content/uploads/2025/01/glowcantrip-resistance.png" alt="" width="80" height="80" /> Resistance (Action)

Abjuration cantrip

Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Spell Lists. ArtificerClericDruid

<img class="alignnone wp-image-3024 size-full" src="https://studioventure.co.uk/wp-content/uploads/2025/01/glowcantrip-spare-the-dying.png" alt="" width="80" height="80" /> Spare the Dying (Action)

Necromancy cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Spell Lists. ArtificerCleric

<img class="alignnone wp-image-3002 size-full" src="https://studioventure.co.uk/wp-content/uploads/2025/01/glowcantrip-sacred-flame.png" alt="" width="80" height="80" /> Sacred Flame (Action)

Evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

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.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Lists. Cleric

Spells

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