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Goddess Lonari Alastor Ephyra Caenum

48 Level (0/? XP for level-up) Spirit Medium Background Kalashtar Race / Species / Heritage Chaotic Neutral Alignment
Twilight Cleric
Level 6
Hit Dice: 6/6
1d8+6 Class 1
Bard
Level 2
Hit Dice: 2/2
1d8+6 Class 2
Wizard
Level 20
Hit Dice: 20/20
1d6+6 Class 3
Extended Wizard
Level 20
Hit Dice: 20/20
1d6+6 Class 4

STR
14
+2
DEX
19
+4
CON
23
+6
INT
24
+7
WIS
22
+6
CHA
18
+4
485
Hit Points
+4
Initiative (DEX)
10
Armor Class (AC)
+13
Prof. Bonus
30
Speed (walk/run/fly)
29
Passive Perception
Spellcasting ...
+20 Attack mod
INT Ability
+7 Abi Mod
28 Save DC
+26 Expertise Bonus
+13 Proficiency Bonus
+6 Jack of all Trades
+2 Strength
+17 Dexterity
+6 Constitution
+20 Intelligence
+19 Wisdom
+17 Charisma
saving throws
+10 Acrobatics DEX
+12 Animal Handling WIS
+33 Arcana INT
+8 Athletics STR
+17 Deception CHA
+33 History INT
+12 Insight WIS
+17 Intimidation CHA
+13 Investigation INT
skills
+32 Medicine WIS
+13 Nature INT
+19 Perception WIS
+10 Performance CHA
+10 Persuasion CHA
+20 Religion INT
+30 Sleight of Hand DEX
+10 Stealth DEX
+12 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Traits |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || Dual Mind: You have advantage on all Wisdom saving throws.
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|| || Mental Discipline: You have resistance to psychic damage.
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|| || 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.
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|| || 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 magical spells and effects that require you to dream, like the Dream spell, but not to spells and effects that put you to sleep, like the Sleep spell.
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|| || Spirit Sense:
You can detect a trace left on an area from undead creatures. This does not tell you what kind of undead, CR, or any other details aside from the fact that they have been through or in that area recently (within the day). Additionally, you can tell if someone you’ve spoken or seen the face of has a history of dealing with undead or experienced a recent death in their social circle or family.
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|| || Resistance to Trauma: You aren't triggered by your past traumas.
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|| || Phantom Presence: You feel internally cold, and you cannot be detected by thermal vision. You also have a +1 on stealth checks.
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|| || Revivified Occurrences: Candles will be put out within your presence. You cannot see your reflection in any mirrors.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Features |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|| || Eyes of Night:
You have dark vision 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 dark vision 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 dark vision 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.
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|| || Vigilant Blessing: 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.
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|| || [Channel Divinity(May use twice per long long rest):

  • 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.

  • Turn Undead: 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.
  • ------------------------------------------------------------------------------------------
    || || Abilities granted by:

    || || You may invade another persons mind for one action. They may take a wisdom saving roll to resist with disadvantage. If they fail you may gain access to one recent memories. If they succeed you must roll constitution, if you fail you receive 1d4 psychic damage.
    || || You may affect any sensory detail or memory of someone you are in contact with. They may take a wisdom save with disadvantage. If they fail you may also cast charm person on them without spending mana as long as you remain in physical contact with both hands. If you fail receive 1d12 psychic damage.
    || || You gain three passive abilities. Alter senses, trauma blocker, and detect lies. You receive a permanent -1 constitution rolls and your first spell of your turn is more expensive. (-2 additional mana.)

    || || Consume Aether:
    You open your body to the Aether and it flows into you. It’s power surges but can you handle it? +10

    For one turn you draw more aether into your body, all attack rolls using magic have a +4 to their damage this can be used three times per long rest. You receive one d4 extra damage when hit with enemy spells this this turn.
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    || || Steps of Night:
    Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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    || || Bardic Inspiration:
    You use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
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    || || Jack of All Trades:
    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
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    || || Song of Rest:
    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
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    || || Arcane Recovery
    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
    For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
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    || || Arcane Tradition: Necromancy!
    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Necromancy Savant
    Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.
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    || || Grim Harvest
    At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
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    || || Cantrip Formulas (Optional)
    At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
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    || || Undead Thralls
    At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
    Whenever you create an undead using a necromancy spell, it has additional benefits:
    The creature's hit point maximum is increased by an amount equal to your wizard level.
    The creature adds your proficiency bonus to its weapon damage rolls.
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    || || Inured to Undeath
    Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
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    || || Command Undead
    Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
    Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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    || || Spell Mastery
    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
    By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
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    || || Signature Spells
    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
    If you want to cast either spell at a higher level, you must expend a spell slot as normal.
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    || || Demigod[edit]
    At 21st level, you begin to surpass the capabilities of regular mortals as you slowly become godlike, emulating the things that make you a wizard and transforming you into a minor deity in your own right. You’re creature type changes from humanoid to celestial, but you keep your subtype (i.e human or dragonborn). In addition, features and effects that normally can’t increase your ability scores above 20 can now increase your ability scores to a maximum of 24 instead.
    From this point on, your physical features slowly change as you gain levels in this class. For example, your eyes might glow blue whenever you cast a spell, your skin might change colors at will, or your hair might do eccentric things. These changes are slow, but by the time you have reached 40th level, you should exemplify several different physical manifestations of your power. Work with your DM to determine what these are and when they start showing up. Finally, you cannot gain levels in any other class.
    Additionally, as you gain levels and overcome great challenges, the DM will grant you other features and traits at their discretion in relation to your celestialness, particularly one or more epic boons. Your AC and all saving throws also increase by 1.
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    || || Gruesome Reap
    Starting at 22nd level, your damaging necromancy spells absorb your opponent’s life force with every blow. Whenever you deal necrotic damage to a creature that isn’t an undead or a construct, you gain temporary hit points equal to one third the damage dealt, rounded down, and the creature’s maximum hit points are reduced by the same amount.
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    || || Magical Secrets[edit]
    By 24th level, you have researched the intricacies of magic from every school, and have now ventured into other types of spellcasting. The spells you add to your spellbook at this level, and at 31st and 38th level, can be from any class spell list, and they are wizard spells for you. In addition, you can replace any one spell in your spellbook with a different spell from any class’s spell list at these levels.
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    || || Undead Monsters
    Beginning at 26th level, each time you cast animate dead, you may instead target the corpses or bone piles of larger creatures. For every five humanoids you could normally reanimate using the spell you can instead reanimate one Large or smaller creature, and for every twelve a Huge or smaller creature. You must cast the spell twice to reanimate or maintain control of a Huge creature.
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    || || Absorption[edit]
    Starting at 27th level, your celestial blood allows your body to absorb some of the power of spells that affect you. Whenever a spell of 2nd level or higher hits you or causes you to make a saving throw, you can use your reaction to either halve the damage you take from the spell or to gain advantage on the first saving throw you make against the spell. You also regain an expended spell slot of a level equal to half the level of spell that affected you or lower, rounded down. E.g. if a 6th-level spell caused you to make a saving throw, you could use your reaction to gain advantage on the save and to regain a spell slot of 3rd level or lower.
    You can use this feature a number of times equal to your Constitution modifier (minimum 1). You regain all uses when you finish a short or long rest.
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    || || Immune to the Afterlife
    At 30th level, you have become so inured to the effects of the undead that they have little effect on you. You take half damage from undead creatures, and you automatically succeed on saving throws against them. Additionally, if you would die for any reason or if you were to become petrified, you can absorb the dark energies animating your undead and regain hit points up to a maximum of one quarter your maximum hit points instead, as well as curing yourself of all conditions. This instantly kills twenty zombies or skeletons worth of undead under your control, with Large undead worth six and Huge undead worth fifteen. Undead killed in this way are reduced to ashes. You cannot use this feature if you do not have at least 20 zombies or skeletons worth of undead under your control.
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    || || Multicast[edit]
    When you reach 32nd level, you gain the ability to simultaneously cast two spells at once. Provided that both your hands are free, you may make a Dexterity (Sleight of Hand) check when you cast any spell of 1st level or higher, with a DC of 10 + twice the spell’s level. If you succeed on the check, you can cast a cantrip as a part of the Cast a Spell action. Both spells must have a casting time of 1 Action, and they both must not require concentration. You can successfully use this feature a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses when you complete a short or long rest. Failing the check does not consume a use of this feature.
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    || || Lord of the Reanimated
    Starting at 35th level, you gain the ability to command entire armies of undead. You can use your Control Undead feature on any number of undead within 30 feet of a point in range.
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    || || Mystic Power[edit]
    At 37th level, your connection to the base forces of the arcane strengthens, granting you knowledge no other creature possesses. Your Dexterity, Constitution, and Intelligence scores each increase by 2, to a maximum of 26; each spell you cast causes you to increase your current number of temporary hit points by the spell’s level; and you can use your action on your turn to either increase the level of an unexpended spell slot by 1, or to regain a 1st-level spell slot. You cannot use this feature to increase the level of an unexpended spell slot to 4th level or higher.
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    || || Arcanist of the Gods[edit]
    At 40th level, your transformation from mortal to god is complete. Your DM will grant you one boon from the list of Epic Boons in the Dungeon Master’s Guide after taking suggestions from you. In addition, choose one 4th-level wizard spell and one 5th-level wizard spell from your spellbook to add to your list of signature spells, and your Spell Mastery feature includes two more 1st-level wizard spells, one more 2nd-level wizard spell, and one 3rd-level wizard spell that are in your spellbook that you can cast without expending a spell slot. You may cast your signature spells at 5th level instead of 3rd level, and the spells from your Spell Mastery feature can each be cast at 1st, 2nd, or 3rd level without expending a spell slot. You also gain sufficient power to grant arcane or divine powers (your choice) to one creature, beginning your ascent to true godhood.
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    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    ------------------Proficiencies:------------------
    || Light/Med/Heavy Armor, Shields, Simple/Martial Weapons, Herbalism Kit,
    -------------------Languages:-------------------
    || Common, Quori, Draconic, Abyssal, Elvish (Some), Northern (Some), Eldra (V little),
    ---------------------Boons:----------------------
    Boon of Resilience: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

    Languages & Proficiencies
    Boon of Resilience:
    You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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