LaLuun
LaLuun
5 Level (0/14000 XP for level-up) +1 ASI (Wisdom) Background Water Genasi Race / Species / Heritage Cute like Canna Alignment
Cleric
Level 5
Hit Dice: 5/5
1d8+3 Class 1
Level 5
Hit Dice: 5/5
1d8+3 Class 1
STR
16
16
+3
DEX
10
10
+0
CON
16
16
+3
INT
11
11
+0
WIS
20
20
+5
CHA
11
11
+0
43
Hit Points
Hit Points
+0
Initiative (DEX)
Initiative (DEX)
18
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
30 / 30
Speed (walk/run/fly)
Speed (walk/run/fly)
Spellcasting ...
+8
Attack mod
WIS
Ability
+5
Abi Mod
16
Save DC
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+0 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+8 | Wisdom | |
+3 | Charisma |
+0 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+3 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+5 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT | |
+5 | Martial | WIS |
+8 | Medicine | WIS | |
+0 | Nature | INT | |
+11 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warhammer | +6 | STR | 1d8+3 | Bludgeoning |
Spell Book
Acid Resistance
Eyes of Night
Vigilant Blessing
Channel Divinity (1/Rest)
Turn Undead
Action: Each undead that can see or hear within 30 feet must make Wisdom save. If fails, 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.
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Twilight Sanctuary
Action: 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.
Amphibious
Swim
Call to the Wave
Heavy Armor Master
You have resistance to acid damage.
Eyes of Night
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.
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.
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.
Vigilant Blessing
The night has taught you to be vigilant.
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.
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 (1/Rest)
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.
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.
Amphibious
You can breathe air and water.
Swim
You have a swimming speed of 30 feet.
Call to the Wave
You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Heavy Armor Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Features & Traits
Equipment
Warhammer
Chain Mail
Priest pack
Shield
Holy symbol
Healer's Kit
Holy water (x2)
Healing Potion (2d4+2)
15 Kazoo
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Domain Spells
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
Cantrips
Guidance
Toll the Dead
Resistance
Spare the Dying
1st Level
Bless
Healing Word
Bane
Protection from Evil and Good
Cure Wounds
2nd Level
Spiritual Weapon
Lesser Restoration
Gentle Repose
Prayer of Healing
3rd Level
Dispel Magic
Revivify
Spellcasting
1st Faerie Fire, Sleep
3rd Moonbeam, See Invisibility
Cantrips
1st Level
2nd Level
3rd Level
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons
Languages: Common and Primordial
Weapons: simple weapons
Languages: Common and Primordial
Languages & Proficiencies
Spiritual Weapon
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Notes
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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