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Cleric Twilight Domain lvl3 Sage Alessio

CLASS & LEVEL BACKGROUND PLAYER NAME


Balasar Feshjstendyalat
Half Firbolg Chaotic-Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I'm willing to listen to every side
16 +1 30 of an argument before I make my
+2 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
own judgment.

14 PERSONALITY TRAITS

Hit Point Maximum 24


+2
Strength Charity - Help those in need,
DEXTERITY
-1
Dexterity especially if it has to do with journeys
-1 +2
Constitution
CURRENT HIT POINTS IDEALS
0
Intelligence
9 ● +6
Wisdom
I've been searching my whole life for
● +4
Charisma the answer to a certain question.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2

-1
Acrobatics (Dex) Total SUCCESSES Most people scream and run when they see a demon. I
stop and take notes on its anatomy.
14
+5
Animal Handling (Wis) FAILURES

+4
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2
Athletics (Str)

+0 ●


+2

+2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE Researcher:
When you attempt to learn or recall a piece of lore, if you do not know that information, you

One hand s often know where and from whom you can obtain it. Usually, this information comes from a
library, scriptorium, university, or a sage or other learned person or creature. Your DM
10 ●
+7
Insight (Wis) might rule that the knowledge you seek is secreted away in an almost inaccessible place,
or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can
require an adventure or even a whole campaign
+2
Intimidation (Cha) light crossb Eyes of the Night
Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a
WISDOM +5
Investigation (Int) range of 300 feet. In that radius, you can see in dim light as if it were bright light and in

shield darkness as if it were dim light.

+5
Medicine (Wis)
+5
As an action, you can magically share the darkvision of this feature with willing creatures
you can see within 10 feet of you, up to a number of creatures equal to your Wisdom
modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share
+2
Nature (Int) shield: +2 ac when used it, you can't do so again until you finish a long rest, unless you expend a spell slot of any
level to share it again.

20

+7
Perception (Wis) Vigilant Blessing
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you
touch (including possibly yourself) advantage on the next initiative roll the creature makes.
Performance (Cha)
+2 This benefit ends immediately after the roll or if you use this feature again.

Telekinetic

Persuasion (Cha)
● +4 Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
CHARISMA You learn the mage hand cantrip. You can cast it without verbal or somatic components,
and you can make the spectral hand invisible. If you already know this spell, its range

Religion (Int)
increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this

+2
feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30

Sleight of Hand (Dex)


-1 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 +
your proficiency bonus + the ability modifier of the score increased by this feat) or be
moved 5 feet toward or away from you. A creature can willingly fail this save.

-1
Stealth (Dex) Extra Spells:
14 Faerie Fire, Sleep (lvl1)

Survival (Wis)
+5 Moonbeam, See Invisibility (lvl3)
Aura of Vitality, Leomund's Tiny Hut (lvl 5)
Aura of Life, Greater Invisibility (lvl 7)
Circle of Power, Mislead (lvl 9)
SKILLS ATTACKS & SPELLCASTING Turn Undead
As an action, you present your holy sym bol and speak a prayer censuring the undead.
Each undead that can see or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes
any damage.
+5 PASSIVE WISDOM (PERCEPTION) Chain mail 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
CP 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

A bottle of ink, a quill, a


SP small knife, a letter from a
dead colleague posing a
EP question you have not yet
been able to answer, a
set of common clothes,
GP 90 and a pouch containing
90gp
PP

"Find me at the edge of


the Twilight"

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
112 years old 2 meters 120 kg
AGE HEIGHT WEIGHT
Balasar Feshjstendyalat
Green Stone grey Sea moss blue
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric WIS +7
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Guidance
Light
Mending
Resistence
Sacred Flame
Spare the Dying
Thaumaturgy

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

Faerie Fire

Sleep
4
Bless
SPELLS KNOWN

Command

Create or Destroy Water

Cure Wounds

Detect Evil and Good / Magic

Healing Word

Purify Food and Drink


8
Sanctuary

Shield of Faith

2
Aid / Augury /

Blindness / Deafness

Find Traps
5
Locate object

Prayer of Healing
9
Lesser Restoration

Enhance Ability

Calm Emotions

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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