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B r o o k s Th u n d e r s e e r Channel Divinity: Twilight Sanctuary.

As an action, Brooks may present his holy symbol, and


a sphere of twilight emanates from him. The sphere is centered on Brooks, has a 30-ft.
Medium Humanoid (Dwarf ), Chaotic Good radius, and is filled with dim light. The sphere moves with Brooks, and it lasts for 1 minute
or until he is incapacitated or dies. Whenever a creature (including you) ends its turn in the
sphere, you can grant that creature one of these benefits:
Armor Class 20 Insulated Plate
- Brooks grants it 1d6+8 temporary hit points.
Hit Points 91 (10d8 + 25)
- Brooks ends one effect on it causing it to be charmed or frightened.
Speed 25 ft.
Eyes of Night. As an action, Brooks can share his 300 ft. darkvision with up to 5 willing
creatures he can see within 10 ft. of him, lasting for 1 hour. Once he shares it, he can’t do so
STR DEX CON INT WIS CHA
again until he finishes a long rest, unless he expends a spell slot of any level to share it
20 (+5) 8 (-1) 15 (+2) 12 (+1) 21 (+5) 8 (-1)
again.

Vigilant Blessing.Brooks may give one creature he touches (including possibly himself)
Skills Insight +9, Medicine +9, Perception +13, Religion +5, Survival +9
advantage on the next initiative roll the creature makes. This benefit ends immediately after
Damage Resistances Lightning
the roll or if he uses this feature again.
Senses Darkvision 300 ft., Passive Perception 21
Languages Common, Dwarvish, Orc
Bonus Actions
Challenge 10 (5,900 XP) Proficiency Bonus +4
Summon Eclipse. As a bonus action, if Brooks' hammer is up to 60 ft. away, he may
summon it back to his hand with the internal electromagnet.
Blessed Strikes. When a creature takes damage from one of Brooks' cantrips or weapon
attacks, he can also deal 1d8 radiant damage to that creature. Once he deals this damage, Electric Field. Brooks may use a bonus action to spend a charge that creates an electrical
Brooks can’t use this feature again until the start of his next turn. field around him. This field extends in a 10ft radius, and all attacks against Brooks or his
allies within this zone are made at disadvantage. This effect lasts until the start of Brooks'
Channel Divinity. Brooks can channel divine energy to fuel magical effects two times per next turn.
short rest.
Twilight Sphere. As a bonus action, Brooks may emit a sphere in a 25ft radius made. The
Second Sight. Once per long rest, Brooks may use this blessing to gain advantage on all sphere is darkened on all sides and electrified, sound and image cannot pass through the
attack rolls (including spell attack rolls) for one turn. During this turn, he may move up to barrier. Allies within the sphere gain +2 to AC and have advantage on saving throws.
double his movement speed and may take an additional attack action.
Harness Divine Power. Brooks can expend a use of your Channel Divinity to fuel his spells.
Divine Lightning. Brooks' attacks deal an additional 1d8 lightning damage on a hit, and As a bonus action, he regains one expended spell slot of up to level 2. Brooks regains all
critical hit effects take place on an 18, 19, or 20. expended uses when he finishes a long rest.
Spellcasting. Brooks is an 8th-level spellcaster. His spellcasting ability is wisdom (spell save Steps of Night. As a bonus action when Brooks is in dim light or darkness, Brooks can
DC 18, +8 to hit with spell attacks). Brooks has following cleric spells prepared: magically give himself a flying speed equal to his walking speed for 1 minute. Brooks can do
Cantrips (at will): Guidance, Mending, Sacred Flame, Thaumaturgy this 3 times, and he regains all expended uses when he finishes a long rest.
1st level (4 slots): Ceremony, Faerie Fire, Healing Word, Sleep
2nd level (3 slots): Enhance Ability, Hold Person, Moonbeam, See Invisibility, Silence, Spiritual
Weapon
Reactions
3rd level (3 slots): Aura of Vitality, Leomund’s Tiny Hut, Revivify, Sending, Spirit Guardians,
Lightning Rod. If an electric/lighting attack would hit an ally within 30ft, Brooks will use his
Tongues
reaction to absorb the attack into his hammer. Brooks will take no damage, and Eclipse will
4th level (2 slots): Aura of Life, Banishment, Death Ward, Greater Invisibility
become fully charged. This ability cannot be used if eclipse is already fully charged.

Actions Legendary Actions


Eclipse (Electric Warhammer). Melee/Ranged Weapon Attack: +12 to hit, reach 5 ft., range
Brooks may use a legendary action at the end of any turn that he or any of his allies take
30/60 ft., 1 target. Hit: 13 (1d10 + 8) bludgeoning damage. On a successful attack, Brooks
damage. Brooks has 3 legendary actions per long rest, and may also use them to pass a
may roll an additional 4d8 electric/lightning damage (counts as magical damage). This
failed save.
electric ability may be used 10 times per recharge or per battery pack replacement. 
Eclipse Mechanism (Costs 1 Action). After a turn where one of Brooks' allies take damage,
Projected Barrier. As an action, Brooks may extend two charges to make a projected barrier
Brooks may make an attack against any creature that harmed them. On a hit, Brooks may
directly in front of him, which extends 5ft on either side of Brooks and lasts for 10 minutes.
use any of the following features:
Any allied creature behind the shield is considered within full cover, but can attack through
the shield without penalty. Enemies cannot attack or pass through the shield. All allies within Eclipse Cage. Brooks hammer emits electrified cables that wrap around the target, rendering
10ft of Brooks (including himself) regain 4d4 hit points on Brooks' turn while this ability is it grappled and restrained. At the end of each turn this status remains in effect, the target
active. takes 1d8 lightning damage.

Channel Divinity: Turn Undead. As an action, Brooks will present his holy symbol and speak Eclipse Shove. With great strength, Brooks pushes the attacker 10 ft. in the direction of his
a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you choice. The target must make a DC 18 strength saving throw or be knocked prone. 
must make a WIS saving throw (DC 16). If the creature fails its saving throw, it is instantly
Eclipse Stun. The extended prongs on Brooks' hammer electrify their target, who must make
destroyed if its CR is lower than 5. If higher than CR 5, it is turned for 1 minute or until it
a DC 18 constitution saving throw. On a success, the target looses their reaction, and on a
takes any damage.
failure, the target is stunned.

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