Lucifer Lightbringer: Character Level, Race, & Class Experience
Lucifer Lightbringer: Character Level, Race, & Class Experience
Lucifer Lightbringer: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
+3 Strength Until the end of your next turn, you know the location
Y
PROFI
16 N
CIE C
-1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Fighting Style.
Y
PROFI
EXPE
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION one hand and no other weapons, you gain a +2 bonus
+3 -1 Arcana (Int) Darkvision
to damage rolls with that weapon.
✘ +5 Athletics (Str) Resistances. Necrotic, Radiant Divine Smite. When you hit a creature with a melee
weapon attack, you can expend one spell slot to deal
INTELLIGENCE +3 Deception (Cha) radiant damage to the target, in addition to the
weapon’s damage. The extra damage is 2d8 for a 1st-
8 -1 History (Int)
+0 Insight (Wis)
level spell slot, plus 1d8 for each spell level higher
than 1st, to a maximum of 6d8. The damage increases
by 1d8 if the target is an undead or a fiend.
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
-1 -1 Investigation (Int) Divine Health. The divine magic flowing through you
makes you immune to disease.
+0 Medicine (Wis) Celestial Resistance. You have resistance to
WISDOM
necrotic damage and radiant damage. Sacred Weapon (Action—Channel Divinity). For 1
-1 Nature (Int)
minute, you add +3 to attack rolls made with that
10 +0 Perception (Wis) Healing Hands (Action—1/Long Rest). You can weapon. The weapon also emits bright light in a 20-
touch a creature and cause it to regain 3 hit points. foot radius and dim light 20 feet beyond that. If the
+3 Performance (Cha)
weapon is not already magical, it becomes magical for
+3 Persuasion (Cha) Light Bearer. You know the light cantrip. the duration.You can end this effect on your turn as
+0 ● +1 Religion (Int)
(Spellcasting: Charisma) part of any other action. If you are no longer holding
or carrying this weapon, or if you fall unconscious,
-1 Sleight of Hand (Dex) Necrotic Shroud (1/Long Rest). The instant you this effect ends.
CHARISMA transform, other creatures within 10 feet of you
-1 Stealth (Dex) that can see you must each succeed on a Charisma Turn the Unholy (Action—Channel Divinity). Each
16 ● +2 Survival (Wis) saving throw (DC 13) or become frightened of you fiend or undead that can see or hear you within 30
SKILLS until the end of your next turn. Your feet of you must make a Wisdom saving throw. If the
transformation lasts for 1 minute or until you end creature fails its saving throw, it is turned for 1
it as a bonus action. During it, once on each of minute or until it takes damage.A turned creature
+3 10 PASSIVE PERCEPTION your turns, you can deal 3 extra necrotic damage must spend its turns trying to move as far away from
to one target when you deal damage to it with an you as it can, and it can’t willingly move to a space
attack or a spell. within 30 feet of you. It also can’t take reactions. For
ADVANTAGE
its action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If
INITIATIVE -1 1 Attack / Attack Action RACIAL TRAITS
there’s nowhere to move, the creature can use the
Dodge action.
Tool Proficiencies. –
NAME
Mercykillers
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Sigilde dünyaya geldi.Abisi ile beraber Kilisede büyümüş olan Lucifer abisi ile kendisini büyüten kiliseye olan ruhani
borcunu ödemek için Bir tanrı takipçisi olarak yaşamaya karar verir. Lakin görevimde göz yumduğu bir yanlışlıktan dolayı
fallen konumuna gelir. Abisi Michael ile beraber tanrı gözünde eski konumuma ulaşmak için yolculuk ederken Epheria
I don’t run from evil. Evil runs from me. Paktına kendisini düştüğü bu durumdan kurtulmada bir yol olarak gören abisiyle beraber katılır.
PERSONALITY TRAITS
IDEAL
BACKGROUND FEATURE
Helm ring
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10
[Chain Mail] 1 55
[Shield] 1 6
[Warhammer] 1 2
Javelin 1 2
Monster Hunters pack
0 0 0 0 0
75 lb / 240 lb 480 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +5 13 4
1ST LEVEL 3 SPELL SLOTS ● Compelled Duel ● Protection from Evil and Good (Always Prepared)
● Sanctuary (Always Prepared) ● Shield of Faith ● Thunderous Smite
● Wrathful Smite Angelic Guardian Armor of Othrys
Bless Cauterizing Flame Ceremony
Command Cure Wounds Defiant Smite
Defy Ruin Detect Chaos and Order Detect Evil and Good
Detect Magic Detect Poison and Disease Divine Arm
Divine Favor Draconic Smite Helm’s Everwatchful Eye
Heroism Hobble Mount Insightful Maneuver
Interpret Bone Light of Lunia Litany of Sure Hands
Machine’s Load Meteor Strike Pendulum
Purify Food and Drink Ray of Respite Searing Smite
Shield of Devotion Spur Mount Stanch
Starlight Shroud
CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Touch RANGE 30 feet RANGE Touch
DURATION 1 hour DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, M (a firefly or phosphorescent moss) COMPONENTS V COMPONENTS V, S, M (holy water or powdered silver and iron, which the spell
consumes)
You touch one object that is no larger than 10 feet in any dimension. You attempt to compel a creature into a duel. One creature that you Until the spell ends, one willing creature you touch is protected
Until the spell ends, the object sheds bright light in a 20-foot radius can see within range must make a Wisdom saving throw. On a failed against certain types of creatures: aberrations, celestials, elementals,
and dim light for an additional 20 feet. The light can be colored as save, the creature is drawn to you, compelled by your divine demand. fey, fiends, and undead. The protection grants several benefits.
you like. Completely covering the object with something opaque For the duration, it has disadvantage on attack rolls against creatures Creatures of those types have disadvantage on attack rolls against
blocks the light. The spell ends if you cast it again or dismiss it as an other than you, and must make a Wisdom saving throw each time it the target. The target also can’t be charmed, frightened, or possessed
action. attempts to move to a space that is more than 30 feet away from you by them. If the target is already charmed, frightened, or possessed by
If you target an object held or worn by a hostile creature, that such a creature, the target has advantage on any new saving throw
creature must succeed on a Dexterity saving throw to avoid the spell. against the relevant effect.
Light Bearer (Aasimar) Player’s Handbook Prepared (Paladin) Player’s Handbook Oath Spells (Paladin) Player’s Handbook
CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE Self
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V
You ward a creature within range against attack. Until the spell ends, A shimmering field appears and surrounds a creature of your choice The first time you hit with a melee weapon attack during this spell’s
any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration. duration, your weapon rings with thunder that is audible within 300
harmful spell must first make a Wisdom saving throw. On a failed feet of you, and the attack deals an extra 2d6 thunder damage to the
save, the creature must choose a new target or lose the attack or target. Additionally, if the target is a creature, it must succeed on a
spell. This spell doesn’t protect the warded creature from area Strength saving throw or be pushed 10 feet away from you and
effects, such as the explosion of a fireball. If the warded creature knocked prone.
makes an attack, casts a spell that affects an enemy, or deals damage
to another creature, this spell ends.
Oath Spells (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook Prepared (Paladin) Player’s Handbook
Wrathful Smite
1st-level evocation
The next time you hit with a melee weapon attack during this spell’s
duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving
throw or be frightened of you until the spell ends. As an action, the
creature can make a Wisdom check against your spell save DC to
steel its resolve and end this spell.
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Made of interlocking metal rings, chain mail includes a A shield is made from wood or metal and is carried in one
torches, 10 days of rations, and a waterskin. The pack also layer of quilted fabric worn underneath the mail to prevent hand. Wielding a shield increases your Armor Class by 2.
has 50 feet of hempen rope strapped to the side of it. chafing and to cushion the impact of blows. The suit You can benefit from only one shield at a time.
includes gauntlets.