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Nox Hayes

2 Level (0/900 XP for level-up) Soldier (medic) Background half elf Race / Species / Heritage chaotic good Alignment
Cleric - Twilight Domain
Level 2
Hit Dice: 1/2
1d8+2 Class 1

STR
12
+1
DEX
14
+2
CON
15
+2
INT
12
+1
WIS
16
+3
CHA
14
+2
17
Hit Points
+2
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+2 Deception CHA
+1 History INT
+5 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
warhammar +3 STR 1d8+1 bludgeoning
 versatile (1d10 w/ two hands)
handaxe +3 STR 1d6+1 slashing
 light, thrown (range 20/60)
glowing warhammer +4 STR 1d8+1+1 bludgeoning
 versatile (1d10 w/ two hands), Once per short rest, you can use an action to slam the hammer into the ground, creating a shockwave in a 10-foot radius. Each creature in that area must succeed on a DC 13 Strength saving throw or be knocked prone.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
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.
Murder +5 1 action 60 ft concentration (1 minute) 1d4+3 VS
 Notes:You summon a stabbing mist in the form of a swarm of spectral crows in a space you can see within range. Until the spell ends, the swarm fills a 5-foot cube. Any creature in the swarm’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d6 piercing damage. A creature must also make the saving throw when it enters the swarm’s space for the first time on a turn or ends its turn there. As a reaction when a creature you can see is reduced to 0 hit points, you can move the swarm up to 15 feet in any direction, but no more than 60 feet away from you. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
sacred flame +5 1 action 60 ft instantaneous 1d8
 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.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
cure wounds +5 1 action touch instantaneous 1d8+3 VS
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
guiding bolt +5 1 action 120 ft 1 round 4d6+3 VS
 Notes:A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Inflict Wounds +5 1 action touch instantaneous 3d10+3 VS
scale mail (disadvantage on stealth checks)
warhammer
handaxe
glowing warhammer
explorer's pack (backpack, bed roll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft hempen rope)
shield
holy symbol (gold necklace of a hearth/fireplace)
insignia of rank (corporal)
common clothes
set of dice

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Vigilant Blessing:
At 1st level, 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: Twilight Sanctuary
At 2nd level, 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.
  • Spellcasting
    all simple weapons
    light armor
    medium armor
    shields
    martial weapons
    heavy armor
    Common
    Elvish
    Celestial

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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