Zoynari
Hermit
Background
Cleric
Class
Kalashtar
Species
Light Domain
Subclass
3
Level
Xp
Armour
Class
14Shield
Hit Points
Current
Temp
20Max
Hit Dice
Spent
3d8Max
Death
Saves
Successes
Failures
Exhaustion
Proficiency Bonus
2
Strength
+2
14
Saving Throw
Athletics
Dexterity
-1
8
Saving Throw
Acrobatics Sleight of Hand Stealth
Constitution
+2
14
Saving Throw
Heroic Inspiration
Intelligence
+0
10
Saving Throw
+5Arcana History Investigation Nature+5Religion
Wisdom
+3
16
+5Saving Throw
Animal Handling+5Insight+5Medicine Perception Survival
Charisma
+1
13
+3Saving Throw
Deception Intimidation Performance+3Persuasion
Equipment Training & Proficiencies
Armor Training
Light
Medium
Heavy
Shields
Weapons
Simple weapons
Tools
Herbalism Kit
Languages
Common, Quori
Initiative
-1Speed
30 ft.Size & Type
Medium AbberationPassive Perception
13Weapons & Damage Cantrips
| Name | Atk / DC | Damage & Type | Notes |
|---|---|---|---|
| Mace | +4 | 1d6+2 Bludgeoning | |
| Sacred Flame | Dex. save, DC 13 | 1d6 Radiant | |
| Toll the Dead | Wis. save, DC 13 | 1d8 Necrotic | If target is missing any HP, use 1d12 instead |
Resources
Channel Divinity[1/Short Rest, all on Long Rest]
Warding flare[Long Rest]
Class Features
Divine Order: Thaumaturge.
- You gain 1 additional cantrip
- Bonus +3 to Arcana & Religion checks (considered in this sheet)
Channel Divinity. You can channel divine energy directly from the Outer Planes to fuel magical effects.
Divine Spark.(Action, Cost: 1 Channel Divinity) Choose 1 target in 30ft range. Roll 1d8+3. The target either: Regains Hit points equal to roll OR makes a CON save, taking rolled damage of either Necrotic or Radiant on failure, half as much on success.
Turn Undead.(Action, Cost: 1 Channel Divinity) Each Undead creature of your choice in a 30ft radius makes a Wis. saving throw. On failure, they have Frightened & Incapacitated condition for 1min, and during this time, they try to move away from you each turn. Condition ends early if they take damage, or you get Incapacitated condition, or you die.
Radiance of Dawn.(Action, Cost: 1 Channel Divinity) Emit light in a 30ft sphere originating at yourself. Dispels any magical darkness. Each creature of your choice in range makes a Con. saving throw, taking 2d10+3 Radiant damage, or half as much on success.
Warding flare.(Reaction, Cost: 1 Warding flare) When a creature you can see within 30ft of yourself makes an attack roll, you can take a reaction to impose Disadvantage by causing a light to flare.
Species Traits
Dual Mind. Advantage on Wis. & Cha. saving throws.
Mental Discipline. Resistance to Psychic damage.
Mind Link. You have telepathy within range of 30ft. When using this trait to speak telepathically to a creature, you can take a Magic action to give that creature the ability to speak telepathically with you for 1hr, or until you take a Magic action to end the effect.
Severed from dreams. You can't be the target of the Dream spell. Also, when you finish a Long Rest, you gain proficiency in one skill of your choice. This proficiency lasts until you finish another Long Rest.
Feats
Healer.
- Battle Medic: Expend 1 use of Healer's Kit to tend to a creature within 5ft (Utilise action). Creature can expend their 1 hit dice that you roll. Creature regains roll + 2 Hit Points.
- Healing Rerolls: Whenever you roll a die to determine Hit Points you restore with a spell or the above Battle Medic ability, you can reroll the die if it rolls a 1 and use the new roll.
Wisdom
Spellcasting Ability
Spellcasting Modifier+3
Spell Save DC13
Spell Attack Bonus+5
Spell Save DC13
Spell Attack Bonus+5
Number of Prepared Spells: 6
Changing spells: You can change prepared spells after a Long Rest. Use the cleric list.
Spell Slots
Level 1
Level 2
Spells
| Prep | Level | Name | Casting Time | Range | Duration | Concentration, Ritual & Material consumed | Notes |
|---|---|---|---|---|---|---|---|
| 0 | Guidance | Action | Touch | 1 minute | C R M | V,S | |
| 0 | Sacred Flame | Action | 60 ft | Instantaneous | C R M | V,S | Dex. save, 1d8 Radiant | |
| 0 | Thaumaturgy | Action | 30 ft | 1 minute | C R M | V | |
| 0 | Toll the Dead | Action | 60 ft | Instantaneous | C R M | V,S | Wis. save | |
| AP | 1 | Burning Hands | Action | Self | Instantaneous | C R M | V,S |
| AP | 1 | Faerie Fire | Action | 60 ft | 1 minute | C R M | V |
| 1 | Bless | Action | 30 ft | 1 minute | C R M | V,S | |
| 1 | Cure Wounds | Action | Touch | Instantaneous | C R M | V,S | 2d8+3 healing | |
| 1 | Guiding Bolt | Action | 120 ft | 1 round | C R M | V,S | ranged attack, 4d6 Radiant | |
| 1 | Healing Word | Bonus | 60 ft | Instantaneous | C R M | V | 2d4+3 healing | |
| 1 | Shield of Faith | Bonus | 60 ft | 10 minutes | C R M | V,S | |
| AP | 2 | Scorching Ray | Action | 120 ft | Instantaneous | C R M | V,S |
| AP | 2 | See Invisibility | Action | Self | 1 hour | C R M | V,S |
| 2 | Locate Object | Action | Self | 10 minutes | C R M | V,S | |
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Notes
Appearance
Kalashtar are a union of humanity and spirits from the plane of dreams. Often seen as wise, spiritual people. You have symmetric, slightly angular features and your eyes often glow when you are focused or express strong emotions.
Backstory & Personality
Hermit: You spent years in seclusion, meditation to bring change within, as the first step in your faith -- Path of Light. The next step, is to bring light into the world, using courage and compassion to banish the darkness in the people around you.
Quirks: You discuss things with your quori spirit (the dream spirit that's bonded with your bloodline)
Equipment
Bedroll, Backpack, Blanket, Book (philosophy), Lamp, Traveller's clothes, Holy water, Rope, Tinderbox, Herbalism Kit
Healer's Kit (use) = 10
Oil flasks = 3
Chain shirt, Shield, Mace
Holy Symbol (spellcasting focus)
Magic Item Attunement
Coins & Treasure
CP
SP
EP
GP
PP