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Sylynore Silentdreamer

3 Level (0/2700 XP for level-up) Astral Drifter Background Astral Elf Race / Species / Heritage Lawful Good Alignment
Twilight Cleric
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
18
+4
DEX
11
+0
CON
16
+3
INT
12
+1
WIS
18
+4
CHA
16
+3
29
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30/60/0
Speed (walk/run/fly)
16
Passive Perception
20 / 20
Bolts
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+0 Dexterity
+3 Constitution
+1 Intelligence
+6 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
+1 Arcana INT
+4 Athletics STR
+3 Deception CHA
+1 History INT
+6 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+6 Medicine WIS
+1 Nature INT
+6 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +6 STR 1d8+4 bludgeoning
 versatile (1d10)
Light Crossbow +2 DEX 1d8 piercing
 ammunition (80/320 ft.), loading, two-handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Word of Radiance +6 1 action 5 ft Instantaneous 1d6 VM
 Notes:You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Guidance 1 action Touch Concentration, up to 1 minute VS
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Resistance 1 action Touch Concentration, up to 1 minute VSM
 Notes:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Spare the Dying 1 action Touch Instantaneous VS
 Notes:You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sacred Flame +6 1 action 60 ft Instantaneous 1d8 VS
 Notes:Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire 1 action 60 ft concentration, up to 1 minute V
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Sleep 1 action 90 ft 1 minute VSM
 Notes:This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Detect Magic 1 action Self Concentration, up to 10 minutes VS
 Notes:For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Moonbeam +6 1 action 120 ft Concentration, up to 1 minute 2d10 VSM
 Notes:A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
See Invisibility 1 action Self 1 Hour VSM
 Notes: For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
  • Astral Fire: You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

  • Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

  • Starlight Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Astral Trance: 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 a trancelike meditation, during which you remain conscious.
    Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.

  • Longevity: You are 20d6 years older than you look, because you have spent that much time in the Astral Sea without aging.

  • Feature: Divine Contact: You gain the Magic Initiate feat from the Player's Handbook and must choose cleric for the feat. In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.

  • Magic Initiate: You learn two cantrips (Resitance, Spare the Dying) of your choice from that class's spell list. In addition, choose one 1st-level spell (Detect Magic) to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
  • Eyes of Night: 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.

  • Vigilant Blessing: 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.

  • Channel Divinity: At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

  • Channel Divinity: 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.

  • Channel Divinity: Twilight Sanctuary: You can use your Channel Divinity to refresh your allies with soothing twilight.
    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.




Features & Traits
  • warhammer

  • chain mail

  • light crossbow and 20 bolts

  • shield

  • explorer's pack
    • Backpack
    • Bedroll
    • Mess kit
    • Tinderbox
    • 10 Torches
    • 10 days of rations
    • Waterskin
    • 50 ft of Hempen Rope

  • holy symbol

  • traveler's clothes

  • diary

  • ink pen

  • bottle of ink

  • pouch

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
The Spells:
faerie fire, sleep, moonbeam, and see invisibility
dont count against the number of spells prepared each day due to the effects of Domain Spells.
Additionally:
The Spell: Detect Magic doesn't require a spell slot and can be casted once until needing a long rest due to the Magic Initiate feat
Spellcasting
Languages:
  • Common
  • Elvish
  • Celestial
  • Deep speak


Proficiencies:
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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