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Goliath Inheritor

Cleric
Sulla RACE BACKGROUND

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 3 Twilight


DIVINE DOMAIN
LEVEL

2 PROFICIENCY PASSIVE
PERCEPTION 13 AC INITIATIVE SPEED Level Spells
DOMAIN SPELLS

18
Faerie Fire, Sleep

-1
1st
3rd Moonbeam, See Invisibility

13
PASSIVE 5th Aura of Vitality, Leomund's Tiny Hut
INSPIRATION 7th Aura of Life, Greater Invisibility
INSIGHT
9th Circle of Power, Mislead
Hit Point
22
Temporary
LEVEL
Maximu
1
Hit Points
DIVINE DOMAIN FEATURE
STRENGTH m
SAVING THROWS
Vigilant Blessing- Eyes of Night- starting at
+2
● 4 ATHLETICS
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
14 light as if it were bright light and in darkness
as if it were dim light.
HIT DICE DEATH SAVES
LEVEL
Used Total
DEXTERITY As an action, you can
CHANNEL magically
DIVINITY FEATURE share the
2
3
SAVING THROWS SUCCESSES

-1
ACROBATICS darkvision of this
Twilight Sanctuary- feature
At 2nd level, you with canwilling
use your Channel
FAILURES creatures you your
can allies
see with
within 10 feet of you,
SLEIGHT OF HAND d80 Divinity to refresh
up to a number of creatures equal to your
soothing twilight.
STEALTH As an action, you present your holy symbol, and a sphere
Wisdom modifier (minimum of one creature).
8 NAME ATK BONUS DAMAGE/TYPE
of twilight emanates
Thehas
you, shared
a 30-foot
from
darkvision
you. The sphere
radius, andlastsis filledfor
is centered
1 dim
with hour.
on
light.Once
The
you share it, you can't do so again until you
sphere moves with you, and it lasts for 1 minute or until
Warhammer +4 1k8 (1k10 V) you are incapacitated or die. Whenever a creature
finish a long
(including rest,
you) ends its unless
turn in the you expend
sphere, you cana spell
grant
CONSTITUTION SAVING THROWS slot of anyone
that creature level to share
of these benefits: it again. LEVEL

Chain mail 16AC/Dis Stealth 2


+3
CHANNEL DIVINITY: TURN UNDEAD
AtYou
1stgrant it temporary hit points equal to 1d6 plus your
level,
cleric level.
Action. the night has taught you to be
Each undead that can see or hear you within 30 feet

Shield +2 vigilant. As an action, you give one creature


must make a Wisdom saving throw. If it fails, it is turned for 1 minute or
you touch (including possibly yourself)
16
until
Youitend
takesone
any damage.
effect on A turned creatureitmust
it causing to bespend its turns or
charmed trying to
move as far away from you as it can, and it can’t willingly move to a space
frightened.
advantage on the next initiative roll the
within 30 feet of you. It also can’t take reactions. For its action, it can use
creature makes. This benefit ends
only the Dash action or try to escape from an effect that prevents it from
SPELL SPELL CHANNEL DIVINITY immediately after the roll or if you use this
moving. If there’s nowhere to move, the creature can use the Dodge action.
INTELLIGENCE ATTACK BONUS SAVE DC
SAVING THROWS Used Total feature again.

0 1
2
5 13
LEVEL

5
● ARCANA
DESTROY UNDEAD
HISTORY
When an undead fails its saving throw against your Turn Undead feature, it is instantly
INVESTIGATION destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead

10
table below.
NATURE
● 2 RELIGION Cleric Level Destroys Undead of CR...
FAVOURITE SPELLS 5th 1/2 or lower

NAME RANGE CASTING TIME SAVE


8th 1 or lower
WISDOM ◆ 5 SAVING THROWS 11th 2 or lower

+3
14th 3 or lower
ANIMAL HANDLING C 4 or lower
5 17th
● INSIGHT
MEDICINE LEVEL

17 5
PERCEPTION
SURVIVAL
DIVINE DOMAIN FEATURE
6

C Steps of Night- starting at 6th level, you
can draw on the mystical power of night
CHARISMA ◆ 1 SAVING THROWS to rise into the air. As a bonus action

-1
DECEPTION when you are in dim light or darkness, you
INTIMIDATION SPELL SLOTS can magically give yourself a flying
PERFORMANCE
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
speed equal to your walking speed for 1
8 PERSUASION
● ●
minute. You can use this bonus action aLEVEL
number ofDIVINE
timesDOMAIN
equalFEATURE
to your proficiency 8
● ●
bonus,strike-
Divine and you regain
at 8th all you
level, expended uses
gain the
when toyouinfuse
finishyour
a long rest. strikes with
3
RACIAL TRAITS

ability weapon

Cantrips divine energy. Once on each of your turns
Stone's Endurance- you can focus Known
when you hit a creature with a weapon
yourself to occasionally shrug off CANTRIPS & SPELLS KNOWN attack, you can cause the attack to deal an
injury. When you take damage, you Level P
Mending extra 1d8 psychic damage. When you
can use your reaction to roll a d12. Spare the Dying reach 14th level, the extra damage LEVEL

Add your Constitution modifier to the Resistance increases toDIVING


2d8. INTERVENTION 10
number rolled, and reduce the Action. You call on your deity to intervene on your behalf. Describe the
assistance you seek, and roll percentile dice. If you roll a number equal to or
damage by that total. After you use lower than your cleric level, your deity intervenes. The DM chooses the nature

this trait, you can’t use it again until of the intervention. 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.
you finish a short or long
PROFICIENCIES rest.
LANGUAGES
20th level: Your call for intervention succeeds automatically.
LIGHT SIMPLE Common, Giant
Powerful Build- you count as one size
ARMOUR WEAPONS
LEVEL
larger MARTIAL
when determining your
17
● ●
DIVINE DOMAIN FEATURE
carrying capacity and& the
OTHERweight you
MEDIUM
Preparing- Wis+lvl
ARMOUR WEAPONS
TOOLS PROFICIENCIES Twilight Shroud- at 17th level, the twilight
can push, drag, or lift.
● ●
that you summon offers a protective
HEAVY
ARMOUR
SHIELDS A shield and a holy symbol embrace: you and your allies have half
Mountain Born- you have resistance
● ● an explorer's pack cover while in the sphere created by your
to cold damage. You’re acclimated to Twilight Sanctuary.
high altitude, including elevations
above 20,000 feet. You’re also

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