Jump to content

Edit History

astronavigatrix

astronavigatrix

 

 

Twilight Cleric

 

 
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bonus Proficiency, Vigilant Blessing, Eyes of Night 3 2 2

Hit Points: 10
Hit Dice:
 1d8 per cleric level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: WIS, CHA
Skills: 
Medicine, Persuasion (class) |
Arcana, History (background).

Starting Equipment

  • Chain Mail
  • Glaive
  • Longbow
  • Explorer's Pack
  • Holy symbol (reliquary)

L1. Bonus Proficiency

    You gain proficiency with martial weapons and heavy armor.

L1. 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.

L1. 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.

 

Spell Slots

   The Cleric table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Preparing and Casting Spells

    The Cleric table show s how many spell slots you have to cast your spells of 1st level and higher.

    To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. 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.

Domain Spells

    Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Spellcasting Ability

   Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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 (found in chapter 5) as a spellcasting focus for your cleric spells.

astronavigatrix

astronavigatrix

 

 

Twilight Cleric

 

 
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bonus Proficiency, Vigilant Blessing, Eyes of Night 3 2 2

Hit Points: 
Hit Dice:
 1d8 per cleric level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per cleric level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: WIS, CHA
Skills: 
Medicine, Persuasion (class) | Insight, Perception (background).

Starting Equipment

  • Chain Mail
  • Glaive
  • Longbow
  • Explorer's Pack
  • Holy symbol (reliquary)

L1. Bonus Proficiency

    You gain proficiency with martial weapons and heavy armor.

L1. 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.

L1. 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.

 

Spell Slots

   The Cleric table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Preparing and Casting Spells

    The Cleric table show s how many spell slots you have to cast your spells of 1st level and higher.

    To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. 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.

Domain Spells

    Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Spellcasting Ability

   Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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 (found in chapter 5) as a spellcasting focus for your cleric spells.

astronavigatrix

astronavigatrix

 

 

Twilight Cleric

 

 
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bonus Proficiency, Vigilant Blessing, Eyes of Night 3 2 2

Hit Points: 
Hit Dice:
 1d8 per cleric level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per cleric level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: WIS, CHA
Skills: 
Medicine, Persuasion (class) | Insight, Perception (background).

Starting Equipment

  • Chain Mail
  • Glaive
  • Longbow
  • Explorer's Pack

L1. Bonus Proficiency

    You gain proficiency with martial weapons and heavy armor.

L1. 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.

L1. 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.

 

Spell Slots

   The Cleric table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Preparing and Casting Spells

    The Cleric table show s how many spell slots you have to cast your spells of 1st level and higher.

    To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. 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.

Domain Spells

    Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Spellcasting Ability

   Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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 (found in chapter 5) as a spellcasting focus for your cleric spells.

astronavigatrix

astronavigatrix

 

 

Twilight Cleric

 

 
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bonus Proficiency, Vigilant Blessing, Eyes of Night 3 2 2

Hit Points: 
Hit Dice:
 1d8 per cleric level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per cleric level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: WIS, CHA
Skills: 
Choose two from History, Insight, Medicine, Persuasion, and Religion.

Starting Equipment

  • Chain Mail
  • Glaive
  • Longbow
  • Explorer's Pack

L1. Bonus Proficiency

    You gain proficiency with martial weapons and heavy armor.

L1. 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.

L1. 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.

 

Spell Slots

   The Cleric table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Preparing and Casting Spells

    The Cleric table show s how many spell slots you have to cast your spells of 1st level and higher.

    To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. 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.

Domain Spells

    Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Spellcasting Ability

   Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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 (found in chapter 5) as a spellcasting focus for your cleric spells.

astronavigatrix

astronavigatrix

 

 

Twilight Cleric

Level Proficiency Bonus Features
1st +2  Bonus Proficiency, Vigilant Blessing, Eyes of Night 

Hit Points: 
Hit Dice:
 1d8 per cleric level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per cleric level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: WIS, CHA
Skills: 
Choose two from History, Insight, Medicine, Persuasion, and Religion.

Starting Equipment

  • Chain Mail
  • Glaive
  • Longbow
  • Explorer's Pack

L1. Bonus Proficiency

    You gain proficiency with martial weapons and heavy armor.

L1. 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.

L1. 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

astronavigatrix

astronavigatrix

 

 

Twilight Cleric

Level Proficiency Bonus Features
1st +2 TBD

Hit PointsHit Dice: 
Hit Points at 1st Level: 
Hit Points at Higher Levels: 

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Martial Weapons, Shields
Tools: Lyre
Saving Throws: TBD
Skills: TBD

Starting Equipment

  • Chain Mail
  • Glaive
  • Longbow
  • Explorer's Pack

L1. 

   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.

L1. 

   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

astronavigatrix

astronavigatrix

 

 

Twilight Cleric

Level Proficiency Bonus Features
1st +2 TBD

Hit PointsHit Dice: 
Hit Points at 1st Level: 
Hit Points at Higher Levels: 

Proficiencies

Armor: TBD
Weapons: TBD
Tools: TBD
Saving Throws: TBD
Skills: TBD

Starting Equipment

   TBD

L1. 

   TBD

L1. 

   TBD

×
×
  • Create New...