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Izo Noctren

Kalashtar Race
N/A Origin
Cleric (Twilight) 2 Class & Level
True Neutral Alignment
[Self] Deity
N/A Faction
N/A Rank/Position
0 Loyalty
N/A Company

Strength 16
+3
Dexterity 11
+0
constitution 14
+2
intelligence 10
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 2
Hit Die
1d8+2
+2 proficiency bonus
+3 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+5 Athletics
+1 Deception
+0 History
+6 Insight
+1 Intimidation
+0 Investigation
+4 Martial
+4 Medicine
+0 Nature
+4 Perception
+1 Performance
+1 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
18
Armor Class
17
Hit Points
+0
Initiative
40
Speed
Death Knell (Halberd) 1d20+7 1d10+5 slashing
Warhammer 1d20+5 1d8+3 1d10+3 bludgeoning
Javelin 1d20+5 1d6+3 piercing
Spell attack 1d20+6 spell damage
Attacks
Cleric (Twilight)
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Insight, Religion

Languages: Common, Quori, Wicked
Skills: Athletics
Proficiences
Saving Throw DC: 14

Spells Known:
Cleric (Twilight) Domain Spells
1st: Faerie Fire, Sleep
3rd: Moonbeam, See Invisibility
5th: Aura of Vitality, Leomund's Tiny Hut
7th: Aura of Life, Greater Invisibility
9th: Circle of Power, Mislead

Cleric Cantrips
1st (3): Guidance, Thaumaturgy, Toll the Dead
4th (4): Word of Radiance
10th (5): Spare the Dying


Spells Prepared (6):
1st Level Cleric Spells
Bless, Shield of Faith, Detect Magic, Healing Word, Sanctuary, Guiding Bolt

Spellcasting
Carrying Capacity: 81/240

Cleric Starting Equipment
Warhammer - 2lb, Chain Mail - 55lb, Javelin - 2lb, Shield - 6lb, Holy Symbol
Explorer's Pack - 10lb: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50ft hempen rope


Weapons/Armor
Death Knell (halberd) - 6lb **Attuned**

Equipment
N/A
Faction
N/A
Stat Array
Kalashtar
Ability Score Increase: Your Wisdom score increases by 2, and your Charisma score increases by 1.
Age: Kalashtar mature and age at the same rate as humans.
Alignment: The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Dual Mind: You have advantage on all Wisdom saving throws.
Mental Discipline: You have resistance to psychic damage.
Mind Link: You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.
Severed from Dreams: Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.
Languages: You can speak, read, and write Common, Quori, and one other language of your choice.


Cleric (Twilight)
At 1st level, you gain proficiency with martial weapons and heavy armor.
Eyes of Night - Starting at 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 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 - 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.
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: 1) You grant it temporary hit points equal to 1d6 plus your cleric level. 2) You end one effect on it causing it to be charmed or frightened.


Cleric
Preparing Spells - You prepare the list of Cleric Spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric Spells equal to your Wisdom modifier + your Cleric level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Cleric Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
Ritual Casting - You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus - You can use a holy Symbol as a Spellcasting Focus for your Cleric Spells.
Turn Undead (Channel Divinity) - 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.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

theidiosyncrazy.

Statblock Type

Verum Character Sheet

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