3/22/24, 3:56 PM Gil
Gil OC
Medium Humanoid, Neutral
Armor Class Hit Points Speed Challenge PB
18 (21 w/+1 Shield) 127 (15d8 + 60) 30 ft. — +5
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 18 (+4) 12 (+1) 20 (+5) 10 (+0)
Saving Throws Wis +10, Cha +5
Skills Investigation +6, Nature +6, Perception +10, Religion +6
Senses darkvision 300 ft., passive Perception 20
Languages Common, Sylvan, Elvish, Dwarvish, Abyssal
Spellcasting. WIS spellcasting ability (+10 to hit, DC 18).
Cantrips (at will): mending, sacred flame, spare the dying, toll the dead
1st level (4 slots): bless, cure wounds, faerie fire, guiding bolt, healing word, sleep
2nd level (3 slots): aid, moonbeam, prayer of healing, see invisibility, silence
3rd level (3 slots): aura of vitality, beacon of hope, Leomund's tiny hut, mass healing word, sending, spirit guardians
4th level (3 slots): aura of life, greater invisibility, locate creature
5th level (2 slots): circle of power, mass cure wounds, mislead, raise dead
6th level (1 slot): heal, heroes' feast, word of recall
7th level (1 slot): divine word
8th level (1 slot): holy aura
Actions
Dawn/Dusk. Melee Weapon Attack: +7 to hit, dawn - 1d6 + 2d8 piercing/radiant damage; dusk - 1d4 + 2d8
slashing/radiant damage.
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.
Destroy Undead - when an undead of CR 3 or lower fails its saving throw against your Turn Undead feature, the
creature is instantly destroyed.
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.
Divine Intervention. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and
roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM
chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If
your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a
long rest.
Bonus Actions
Steps of Night. You can draw on the mystical power of night to rise into the air. As a bonus action when you are in
dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You
can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.
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