Floriano Boon of Fortitude
Class Features:
Classe: Cleric (LVL20 | Twilight
Cleric) DIVINE ORDER
Race: Tiefling You have dedicated yourself to
one of the following sacred roles of
Background: Wayfarer
your choice.
HP: 203
Thaumaturge. You know one extra
AC: 22
cantrip from the Cleric spell list. In
Attributes: addition, your mystical connection
to the divine gives you a bonus to
FOR: -1 (8) your Intelligence (Arcana or
DEX: +2 (14) Religion) checks. The bonus equals
CON: +5 (20) your Wisdom modifier (minimum
INT: -1 (8) of +1).
WIS: +7 (24)
CHAR: 0 (10) CHANNEL DIVINITY
Proficiencies: You can channel divine energy
directly from the Outer Planes to
CON, WIS, CHAR fuel magical effects. You start with
Religion, History, Insight and two such effects: Divine Spark and
Stealth Turn Undead, each of which is
described below. Each time you
Simple weapons use this class's Channel Divinity,
choose which Channel Divinity
Light and heavy armor
effect from this class to create. You
Thieves' Tools gain additional effect options at
higher Cleric levels.
Mochila:
You can use this class's Channel
2 Daggers, Thieves' Tools, Gaming
Divinity twice. You regain one of its
Set (any), Bedroll, 2 Pouches,
expended uses when you finish a
Traveler's Clothes, Chain Shirt,
Short Rest, and you regain all
Shield, Mace, Holy Symbol, Priest's
expended uses when you finish a
Pack.
Long Rest. You gain additional uses
Cloak Of Displacement, Amulet of when you reach certain Cleric
the Devout (+3), Book of Exalted levels, as shown in the Channel
Deeds Divinity column of the Cleric
Features table.
Breastplate +2, Shield +2
Spells If a Channel Divinity effect
GP: 23 requires a saving throw, the DC
Feats: equals the spell save DC from this
class's Spellcasting feature.
Lucky
Divine Spark. As a Magic action,
Resilient | CON you point your Holy Symbol at
another creature you can see
War Caster
within 30 feet of yourself and
focus divine energy at it. Roll ld8 the option you choose for this
and add your Wisdom modifier. You feature).
either restore Hit Points to the
Potent Spellcasting. Add your
creature equal to that total or
Wisdom modifier to the damage
force the creature to make a
you deal with any Cleric cantrip.
Constitution saving throw. On a
failed save, the creature takes DIVINE INTERVENTION
Necrotic or Radiant damage (your
choice) equal to that total. On a You can call on your deity or
successful save, the creature takes pantheon to intervene on your
half as much damage (round behalf. As a Magic action, choose
down). You roll an additional d8 any Cleric spell of level 5 or lower
when you reach Cleric levels 7 that doesn't require a Reaction to
(2d8), 13 (3d8}, and 18 (4d8). cast. As part of the same action,
you cast that spell without
Turn Undead. As a Magic action, expending a spell slot or needing
you present your Holy Symbol and Material components. You can't
censure Undead creatures. Each use this feature again until you
Undead of your choice within 30 finish a Long Rest.
feet of you must make a Wisdom
saving throw. If the creature fails IMPROVED BLESSED STRIKES
its save, it has the Frightened and The option you chose for Blessed
Incapacitated conditions for 1 Strikes grows more powerful.
minute. For that duration, it tries
to move as far from you as it can Potent Spellcasting. When you cast
on its turns. This effect ends early a Cleric cantrip and deal damage
on the creature if it takes any to a creature with it, you can give
damage, if you have the vitality to yourself or another
Incapacitated condition, or if you creature within 60 feet of yourself,
die. granting a number of Temporary
Hit Points equal to twice your
SEAR UNDEAD Wisdom modifier.
Whenever you use Turn Undead, GREATER DIVINE INTERVENTION
you can roll a number of d8s equal
to your Wisdom modifier You can call on even more
(minimum of ld8) and add the rolls powerful divine intervention. When
together. Each Undead that fails its you use your Divine Intervention
saving throw against that use of feature, you can choose Wish
Turn Undead takes Radiant when you select a spell. If you do
damage equal to the roll's total. so, you can't use Divine
This damage doesn't end the turn Intervention again until you finish
effect. 2d4 Long Rests.
BLESSED STRIKES Eyes of Night
Divine power infuses you in battle. Starting at 1st level, you can see
You gain one of the following through the deepest gloom. You
options of your choice (if you get have darkvision out to a range of
either option from a Cleric 300 feet. In that radius, you can
subclass in an older book, use only 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 Starting at 6th level, you can draw
share the darkvision of this feature on the mystical power of night to
with willing creatures you can see rise into the air. As a bonus action
within 10 feet of you, up to a when you are in dim light or
number of creatures equal to your darkness, you can magically give
Wisdom modifier (minimum of one yourself a flying speed equal to
creature). The shared darkvision your walking speed for 1 minute.
lasts for 1 hour. Once you share it, You can use this bonus action a
you can't do so again until you number of times equal to your
finish a long rest, unless you proficiency bonus, and you regain
expend a spell slot of any level to all expended uses when you finish
share it again. a long rest.
Vigilant Blessing Divine Strike
At 1st level, the night has taught At 8th level, you gain the ability to
you to be vigilant. As an action, infuse your weapon strikes with
you give one creature you touch divine energy. Once on each of
(including possibly yourself) your turns when you hit a creature
advantage on the next initiative with a weapon attack, you can
roll the creature makes. This cause the attack to deal an extra
benefit ends immediately after the 1d8 radiant damage. When you
roll or if you use this feature again. reach 14th level, the extra
damage increases to 2d8.
Channel Divinity: Twilight
Sanctuary
At 2nd level, you can use your Twilight Shroud
Channel Divinity to refresh your
At 17th level, the twilight that you
allies with soothing twilight.
summon offers a protective
As an action, you present your embrace: you and your allies have
holy symbol, and a sphere of half cover while in the sphere
twilight emanates from you. The created by your Twilight Sanctuary.
sphere is centered on you, has a
SPELLS:
30-foot radius, and is filled with
dim light. The sphere moves with Bonus: +16
you, and it lasts for 1 minute or
until you are incapacitated or die. DC: 25
Whenever a creature (including LVL 0
you) ends its turn in the sphere,
you can grant that creature one of Light, Thaumaturgy, Sacred Flame,
these benefits: Spare the Dying, Mending,
Thaumaturgy, Fire Bolt
You grant it temporary hit
points equal to 1d6 plus LVL 1 – 4/4
your cleric level.
Cure Wounds, Inflict Wounds,
You end one effect on it Command, Healing Word
causing it to be charmed or
Faerie Fire, Sleep, Hellish Rebuke
frightened.
LVL 2 – 3/3
Steps of Night
Zone of Truth, Warding Bond, Hold
Person, Spiritual Weapon
Moonbeam, See Invisibility,
Darkness
LVL 3 – 3/3
Remove Curse, Mass Healing
Word, Bestow Curse
Aura of Vitality, Leomund's Tiny
Hut
LVL 4 – 3/3
Death Ward, Guardian of Faith,
Banishment
Aura of Life, Greater Invisibility
LVL 5 – 3/3
Summon Celestial, Flame Strike
Circle of Power, Mislead
LVL 6 – 2/2
Sunbeam, Heal
LVL 7 – 2/2
Conjure Celestial, Power Word
Fortify
LVL 8 – 1/1
Sunburst
LVL 9 – 1/1
Mass Heal