Profile
LV.2 TWILIGHT CLERIC | HALF DROW ELF | LAWFUL GOOD | ACOLYTE
STRENGTH
(+1)
13
DEXTERITY
(+0)
10
CONSTITUTION
(+2)
15
INTELLIGENCE
(+0)
10
WISDOM
(+3)
16
CHARISMA
(+1)
12
SAVING THROWS
1 Strength
0 Dexterity
2 Constitution
0 Intelligence
5 Wisdom
3 Charisma
SKILLS
0 Acrobatics (Dex)
5 Animal Handling (Wis)
0 Arcana (Int)
1 Athletics (Str)
1 Deception (Cha)
2 History (Int)
5 Insight (Wis)
1 Intimidation (Cha)
0 Investigation (Int)
5 Medicine (Wis)
0 Nature (Int)
3 Perception (Wis)
1 Performance (Cha)
1 Persuasion (Cha)
2 Religion (Int)
0 Sleight of Hand (Dex)
0 Stealth (Dex)
3 Survival (Wis)
AC
16
INITIATIVE
0
SPEED
30
MAX HIT POINTS
17
PROFICIENCIES & LANGUAGES
Languages:
Common, Celestial, Draconic, Elvish, Primordial
Weapons:
Simple Weapons, Martial Weapons
Armor:
Light Armor, Medium Armor, Heavy Armor
FEATURES & TRAITS
Eyes of Night - You have darkvision out to a range of 300 feet. As an action, you can share this darkvision with up to 3 willing creatures you can see within 10 ft. of you, lasting for 1 hour. Once you share 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..
Vigilant Blessing - As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Channel Divinity: 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 make a Wisdom saving throw. 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 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.
Channel Divinity: Twilight Sanctuary - You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
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.
Holy Order of the Thirteen
- You are in the Holy Order of the Thirteen. They celebrate and worship the Thirteen Gods that make up the heavens. They fight on a holy crusade to help the world grow and stabilize. As a member of the Holy Order of the Thirteen, you strongly despise evil creatures, such as fiends and the undead.
Your curses and diseases are removed for free. You can start off with a silvered weapon of choice, ( weapon to be chosen ). You gain proficiency in one of the following skills of your choice: Animal Handling.
PERSONALITY TRAITS
● Flirty & confident
● Charming
● Passionate
● Quick-witted
IDEALS
● The world, at large, is harsh and unforgiving.
● Truth has value.
BONDS
● Venna
● Alros Orace
FLAWS
● Quick-tempered
● Dishonest
● Often seems distracted
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BACKSTORY
DESIGN DETAILS
● The pink scarf-like fabric is a single piece. It collects under the shoulder pieces and continues out from behind.