LaLuun Character in Aietherhall | World Anvil
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LaLuun

LaLuun

5 Level (0/14000 XP for level-up) +1 ASI (Wisdom) Background Water Genasi Race / Species / Heritage Cute like Canna Alignment
Cleric
Level 5
Hit Dice: 5/5
1d8+3 Class 1

STR
16
+3
DEX
10
+0
CON
16
+3
INT
11
+0
WIS
20
+5
CHA
11
+0
43
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30 / 30
Speed (walk/run/fly)
Spellcasting ...
+8 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+3 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+8 Wisdom
+3 Charisma
saving throws
+0 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+0 Deception CHA
+0 History INT
+5 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
+5 Martial WIS
skills
+8 Medicine WIS
+0 Nature INT
+11 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +6 STR 1d8+3 Bludgeoning
Attacks

Spell Book

Acid Resistance
You have resistance to acid damage.


Eyes of Night
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.
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.
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 (1/Rest)

  • Turn Undead
  • Action: Each undead that can see or hear within 30 feet must make Wisdom save. If fails, 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.
  • Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

  • Twilight Sanctuary
  • Action: 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.


    Amphibious
    You can breathe air and water.


    Swim
    You have a swimming speed of 30 feet.


    Call to the Wave
    You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.


    Heavy Armor Master
    You can use your armor to deflect strikes that would kill others. You gain the following benefits:
    Increase your Strength score by 1, to a maximum of 20.
    While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

    Features & Traits
    Equipment

  • Warhammer
  • Chain Mail
  • Priest pack
  • Shield
  • Holy symbol
  • Healer's Kit
  • Holy water (x2)
  • Healing Potion (2d4+2)
  • 15 Kazoo

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Domain Spells

    1st Faerie Fire, Sleep
    3rd Moonbeam, See Invisibility


    Cantrips

  • Guidance
  • Toll the Dead
  • Resistance
  • Spare the Dying


  • 1st Level

  • Bless
  • Healing Word
  • Bane
  • Protection from Evil and Good
  • Cure Wounds


  • 2nd Level

  • Spiritual Weapon
  • Lesser Restoration
  • Gentle Repose
  • Prayer of Healing


  • 3rd Level

  • Dispel Magic
  • Revivify
  • Spellcasting
    Armor: light armor, medium armor, heavy armor, shields
    Weapons: simple weapons

    Languages: Common and Primordial

    Languages & Proficiencies
    Spiritual Weapon
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S
    Duration: 1 minute
    You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

    As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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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