| Strength | +2 |
| Dexterity | -1 |
| Constitution | +1 |
| Intelligence | +0 |
| Wisdom | +5 |
| Charisma | +3 |
Resistance: Necrotic damage
| Skill | Abl. | Mod | |
|---|---|---|---|
| Acrobatics | DEX | -1 | |
| Animal Handling | WIS | +3 | |
| Arcana | INT | +3 | |
| Athletics | STR | +2 | |
| Deception | CHA | +1 | |
| History | INT | +0 | |
| Insight | WIS | +5 | |
| Intimidation | CHA | +1 | |
| Investigation | INT | +2 | |
| Medicine | WIS | +5 | |
| Nature | INT | +0 | |
| Perception | WIS | +3 | |
| Performance | CHA | +1 | |
| Persuasion | CHA | +1 | |
| Religion | INT | +5 | |
| Sleight of Hand | DEX | -1 | |
| Stealth | DEX | -1 | |
| Survival | WIS | +3 |
Proficient Expertise
| Name | Hit | Damage |
|---|---|---|
| Mace | +4 | 1d6+2 B |
| Unarmed Strike | +4 | 3 B |
Mace: Simple, Sap
◻ Available
Channel energy directly from the Outer Planes to fuel magical effects. Choose which effect to create: Divine Spark or Turn Undead. Save DC equals Cleric spell save DC (13).
When you use your Unarmed Strike and deal damage, you may bite with your fangs instead, dealing 1d4+1 Piercing damage. If the target isn't a Construct or Undead, empower yourself with one of:
Drain — regain HP equal to the Piercing damage dealt.
Strengthen — gain a bonus equal to the Piercing damage dealt to your next ability check or attack roll within a minute.
Usable 2 times; regain all uses on a Long Rest.
Knows one extra cantrip from the Cleric list. +3 bonus to Arcana and Religion checks.
Armor: Light, Medium, Shields
Weapons: Simple Weapons
Tools: Calligrapher's Supplies
Languages: Common, Damaran, Lantanese
Weight Carried: 78 lb. · Encumbered: 210 lb. · Push/Drag/Lift: 420 lb.
Humanoid. Medium. Speed 35 ft.
Darkvision with a range of 60 feet.
At character level 3, gain a Climb Speed equal to your Speed; can move on vertical surfaces and upside down along ceilings, hands-free.
Resistance to Necrotic damage.
Common plus two languages known or rolled from the Standard Languages table.
Standard Cleric class features (PHB-2024 pp. 69–70).
Increase two ability scores by +2/+1.
Two extra Cleric cantrips (Guidance, Mending). One 1st-level spell (Healing Word) always prepared, castable once without a slot — regains at Long Rest, or cast normally using a spell slot. Spellcasting ability: Wisdom.
Touch one willing creature. Once before the spell ends, the target can roll a d4 and add it to one ability check of its choice, before or after rolling. The spell then ends.
You place a cool, pale hand on your ally's shoulder, whispering an earnest prayer to the Morninglord to grant them focus and hope.
Touch an object no larger than 10 ft. in any dimension. It sheds bright light in a 20-ft. radius and dim light for an additional 20 ft., in a color of your choice, until covered or the spell ends. If you target an object held or worn by a hostile creature, that creature must succeed on a DC 13 Dexterity save to avoid the spell.
Your sunburst amulet catches an invisible spark, bursting into a warm, golden radiance that cuts through the oppressive Ravenloft fog.
Repairs a single break or tear (no larger than 1 ft.) in a touched object, leaving no trace of damage. Can physically repair a magic item or construct, but can't restore magic to it.
With patient, honest dedication, you smooth your fingers over a fracture, knitting wood, cloth, or metal back together perfectly.
Flame-like radiance descends on a creature you can see within range. DC 13 Dexterity save or take 1d8 radiant damage. Target gains no benefit from cover.
You point a finger at a creature hiding in the shadows. A cylinder of pure, searing solar energy crashes down upon them from above, ignoring the walls they hide behind.
Touch a living creature at 0 hit points. The creature becomes stable. No effect on undead or constructs.
Refusing to let the darkness claim another soul, your holy magic reaches out to stitch together a dying companion's fraying life force.
Manifest a minor wonder within range: booming voice, flickering/color-changing flames, harmless tremors, an instantaneous sound of your choice, slam/fly open an unlocked door or window, or alter your eyes' appearance. Up to three 1-minute effects active at once; dismiss any as an action.
When your naive righteousness is pushed to its limit, your deep crimson eyes flare like hot coals, and the chapel doors slam shut to trap your foes.
Bless up to three creatures within range. Whenever a target makes an attack roll or saving throw before the spell ends, it can roll a d4 and add it to the roll.
A shimmering, translucent aura of a rising sun washes over your allies, steadying their hands and bolstering their hearts against fear.
Speak a one-word command to a creature you can see. DC 13 Wisdom save or it follows the command on its next turn. Must choose from: Approach, Drop, Flee, Grovel (Prone), or Halt. No effect on undead, on creatures that don't understand you, or if the command is directly harmful.
Your absolute, unshakeable honesty cuts through the chaos of battle as you look an enemy in the eyes and command them to halt.
Create up to 10 gallons of clean water, or make it rain in a 30-ft. cube (extinguishing exposed flames) — or destroy up to 10 gallons of water in an open container, or destroy fog in a 30-ft. cube.
Pushing back against the suffocating, unnatural atmosphere of the Demiplane of Dread, you split the fog apart to reveal a clear path forward.
A creature you touch regains 1d8 + 3 (spellcasting modifier) hit points. No effect on undead or constructs.
Despite the dead chill of your own dhampir flesh, your hands glow with a shocking, vital warmth as you mend torn muscle and fractured bone.
Ranged spell attack (+5). On a hit, target takes 4d6 radiant damage, and the next attack roll against it before the end of your next turn has advantage.
A blinding spear of raw dawn-light shoots from your outstretched hand, striking your foe and painting them in a glowing gold target for your party.
A creature of your choice you can see within range regains 1d4 + 3 (spellcasting modifier) hit points. No effect on undead or constructs.
You cry out a desperate, heartfelt word of encouragement across the battlefield, instantly breathing life back into a fallen friend.
| Gender | Male |
| Age | 20 |
| Height | 6'1" |
| Weight | 165 lb. |
| Alignment | Neutral Good |
| Faith | The Morninglord |
| Skin | Deathly pale |
| Eyes | Deep crimson |
| Hair | Black, long |
He wears traveling robes of soft cream and sun-bleached gold over his armor. The fabric is clean but worn from his desperate search through the mists.
Raised within the safe, sun-drenched walls of a remote monastery, the priests of the Morninglord taught him that the sun shines on everyone, that honesty is the ultimate shield against darkness, and that no one is beyond redemption. Protected and sheltered, he grew into an earnest, towering young cleric who believed the world was inherently good — it just needed to be shown the light.