Cleric [Twilight] (3) Haunted one
CLASS & LEVEL BACKGROUND PLAYER NAME
Lucian Gravecaller Reborn Neutral Evil
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
15 +2 PROFICIENCY BONUS
19
ARMOR
CLASS
1
INITIATIVE
30
SPEED
A fiend possessed you as
a child. The fiend is still
inside you
+2 PERSONALITY TRAITS
Hit Point Maximum 27
+2 Strength
DEXTERITY
-1 Dexterity I kill monsters to make
the world a safer place
8 +1 Constitution
0 Intelligence
CURRENT HIT POINTS IDEALS
-1 ●
+5 Wisdom
●
+3 Charisma Theres evil in me, I can feel
CONSTITUTION SAVING THROWS
it. It must never be set free.
TEMPORARY HIT POINTS BONDS
13 -1 Acrobatics (Dex) SUCCESSES
+1 3x(1d8+1) I feel no compassion for
+3 Animal Handling (Wis) FAILURES
the dead.
●
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
+2 Athletics (Str)
10 +1 Deception (Cha)
0 History (Int)
NAME ATK BONUS DAMAGE/TYPE
0 ●
+5 Insight (Wis)
Whip +4 1d4+2 slashing
Alms Box
+1 Intimidation (Cha) Flail +4 1d8+2 bludgeoning
Amulet
+2 Investigation (Int)
WISDOM
Backpack
●
+3 Medicine (Wis)
17 0 Nature (Int) Bag Of Holding
+3
+3 Perception (Wis) Number of Blanket
●
+1 Performance (Cha)
+3 Persuasion (Cha)
Attacks: 1 Candle x10
CHARISMA
0 Religion (Int)
Censer
13 -1
-1
Sleight of Hand (Dex)
Stealth (Dex)
Clothes, common
+1 +3 Survival (Wis) Incense x2
SKILLS ATTACKS & SPELLCASTING Potion Of Healing
13 PASSIVE WISDOM (PERCEPTION)
x4
CP
Rations (1 day) x2
Weapon Proficiencies:
SP Shield
Martial; Simple EP
Splint
Armor Proficiencies: Heavy;
Tinderbox
Light; Medium; Shields
GP
15 Vestements
Language Proficiencies:
PP Waterskin
Celestial; Common; Sylvan;
Vistani
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT
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AGE HEIGHT WEIGHT
Lucian Gravecaller
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Strange Romantic You once fell in love with a
vampire, but they were only using you for
your blood. You found out their true intentions
and managed to escape the relationship
before it was too late. However, the
experience has left you jilted towards
romance in general. Optional Feature: You
have a +1 bonus to any saving throw to resist
being charmed by a vampire or their kindred.
Nyctophobia Darkness
Though you have no trouble sleeping on the
ground or in uncomfortable situations, you
take great joy in having a comfortable bed
and a room to yourself.
Trinkets: A little black book that records your
dreams, and yours alone, when you sleep. A
mason jar containing a harmless but agitated
animate ooze. A plague doctor’s mask
TREASURE CHARACTER BACKSTORY
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
Word of Radiance
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Bane
Bless
4
Command
Create or Destroy Water
SPELLS KNOWN
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Faerie Fire (Domain)
Guiding Bolt
8
Healing Word
Inflict Wounds
2 2
Aid
Augury
Blindness/Deafness
5
Calm Emotions
Continual Flame
9
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Moonbeam (Domain)
Prayer of Healing
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 13 +5
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
Protection from Evil and Good
Purify Food and Drink
4
Sanctuary
Shield of Faith
SPELLS KNOWN
Sleep (Domain)
2 2
Protection from Poison
See Invisibility (Domain)
Silence
5
Spiritual Weapon
Warding Bond
9
Zone of Truth
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Wizard
Intelligence 10 +2
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Ray of Frost
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 7
EPAR
SPELL NAME
ED
PR
4
SPELLS KNOWN
2 2
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must make a DC 13 Wisdom save or be
turned for 1 min. or until damaged.
Channel Divinity: Twilight Sanctuary. 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.
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. This benefit ends immediately after the roll or if you use this feature again.
-----------Other Traits------------
Channel Divinity. Channel divine power using Turn Undead or one of your domain Channel Divinity
options. (use once/rest).
Deathless Nature. You have advantage on saving throws against disease and being poisoned, and
you have resistance to poison damage. You have advantage on death saving throws. You don’t
need to eat, drink, or breathe. You don’t need to sleep, and magic can’t put you to sleep. You can
finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which
you retain consciousness.
Eyes of Night. Starting at 1st level, you can see through the deepest gloom. You have darkvision
out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in
darkness as if it were dim light.
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 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.
Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable
horror and that you are no stranger to darkness. Though they might fear you, commoners will
extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be
a danger to them, they will even take up arms to fight alongside you, should you find yourself
facing an enemy alone.
Heavy Armor Master. While you are wearing heavy armor, bludgeoning, piercing, and slashing
damage that you take from nonmagical attacks is reduced by 3.
Knowledge from a Past Life. When you make an ability check that uses a skill, you can roll a d6
immediately after seeing the number on the d20 and add the number on the d6 to the check. You
can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Spell Sniper. When you cast a spell that requires you to make an attack roll, the spell's range is
doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.