Lyra
Lyra
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 300 feet of
STRENGTH Unarmored (12) 12 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +3
16
SHIELD
AC
War Caster. You have advantage on Constitution
N
saving throws that you make to maintain your
CIE C
16 N
CIE C
+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Turn Undead (Action—Channel Divinity). Each
Y
PROFI
EXPE
+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION must make a Wisdom saving throw. If the creature
+3 +1 Arcana (Int) Darkvision
fails its saving throw, it is turned for 1 minute or until
it takes any damage.A turned creature must spend its
+3 Athletics (Str) Resistances. Necrotic 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
INTELLIGENCE +1 Deception (Cha) you. It also can’t take reactions. For its action, it can
use only the Dash action or try to escape from an
13 ✘
+1 History (Int)
+8 Insight (Wis)
effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge
action.
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int) Destroy Undead. When an undead of CR 1/2 or lower
Creature Type. Humanoid. You are also considered an elf fails its saving throw against your Turn Undead
✘ +8 Medicine (Wis) feature, the creature is instantly destroyed.
for any prerequisite or effect that requires you to be an
WISDOM +1 Nature (Int) elf.
Eyes of Night (Action—1/Long Rest). You can
20 ✘ +8 Perception (Wis)
+1 Performance (Cha)
Blessing of the Raven Queen (Bonus Action—3/Long
Rest). You can magically teleport up to 30 feet to an
unoccupied space you can see. When you teleport using
magically share the darkvision of this feature with
willing creatures you can see within 10 feet of you, up
to 5 creatures. The shared darkvision lasts for 1 hour.
✘ +4 Persuasion (Cha) this trait, you gain resistance to all damage until the start You can expend a spell slot of any level to share it
+5 ✘ +4 Religion (Int)
of your next turn. again.
Fey Ancestry. You have advantage on saving throws you
+2 Sleight of Hand (Dex) make to avoid or end the charmed condition on yourself. Vigilant Blessing (Action). You give one creature you
CHARISMA touch advantage on the next initiative roll the
+2 Stealth (Dex)
Trance. You don't need to sleep, and magic can't put you creature makes. This benefit ends immediately after
13 +5 Survival (Wis) to sleep. You can finish a long rest in 4 hours if you spend the roll or if you use this feature again.
SKILLS those hours in a trancelike meditation, during which you
retain consciousness. Twilight Sanctuary (Action—Channel Divinity). You
Whenever you finish this trance, you can gain two present your holy symbol, and a sphere of twilight
+1 18 PASSIVE PERCEPTION proficiencies that you don't have, each one with a
weapon or a tool of your choice selected from the Player's
emanates from you. The sphere is centered on you,
Handbook. You retain them until you finish your next long
has a 30-foot radius, and is filled with dim light. The
rest. sphere moves with you, and it lasts for 1 minute or
ADVANTAGE
until you are incapacitated or die. Whenever a
creature ends its turn in the sphere, you can grant
INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS
that creature one of these benefits:
• You grant it 1d6 + 5 temporary hp.
• You end one effect on it causing it to be charmed
NAME RANGE ATTACK DAMAGE / TYPE or frightened.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on
the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of
knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in
Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important
than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are
open to all sorts of folk who are willing to battle and die for the order’s cause.
PERSONALITY TRAITS
The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help
inform your decision about which group you owe allegiance to.
IDEAL
BOND
Knightly Regard
You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order
is a religious one, you can gain aid from temples and other
religious communities of your deity. Knights of civic orders can
get help from the community- whether a lone settlement or a
great nation that they serve, and knights of philosophical
orders can find help from those they have aided in pursuit of
their ideals, and those who share those ideals.This help comes
in the form of shelter and meals, and healing when
appropriate, as well as occasionally risky assistance, such as a
band of local citizens rallying to aid a sorely pressed knight in a
fight, or those who support the order helping to smuggle a
knight out of town when he or she is being hunted unjustly.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
0 0 0 0 0
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.
Wisdom +8 16 10
1ST LEVEL 4 SPELL SLOTS ● Faerie Fire (Always Prepared) ● Sleep (Always Prepared)
Bane Bless Ceremony
Command Create or Destroy Water Cure Wounds
Detect Evil and Good Detect Magic Detect Poison and Disease
Guiding Bolt Healing Word Inflict Wounds
Protection from Evil and Good Purify Food and Drink Sanctuary
Shield of Faith
2ND LEVEL 3 SPELL SLOTS ● Moonbeam (Always Prepared) ● See Invisibility (Always Prepared)
Aid Augury Blindness/Deafness
Borrowed Knowledge Calm Emotions Continual Flame
Enhance Ability Find Traps Gentle Repose
Hold Person Lesser Restoration Locate Object
Prayer of Healing Protection from Poison Silence
Spiritual Weapon Warding Bond Zone of Truth
3RD LEVEL 2 SPELL SLOTS ● Aura of Vitality (Always Prepared) ● Leomund’s Tiny Hut (Always Prepared)
Animate Dead Beacon of Hope Bestow Curse
Clairvoyance Create Food and Water Daylight
Dispel Magic Fast Friends Feign Death
Glyph of Warding Incite Greed Life Transference
Magic Circle Mass Healing Word Meld into Stone
Motivational Speech Protection from Energy Remove Curse
Revivify Sending Speak with Dead
Spirit Guardians Spirit Shroud Tongues
Water Walk
Guidance Sacred Flame Spare the Dying
Divination Cantrip Evocation Cantrip Necromancy Cantrip
You touch one willing creature. Once before the spell ends, the target Flame-like radiance descends on a creature that you can see within You touch a living creature that has 0 hit points. The creature
can roll a d4 and add the number rolled to one ability check of its range. The target must succeed on a Dexterity saving throw or take becomes stable. This spell has no effect on undead or constructs.
choice. It can roll the die before or after making the ability check. The 1d8 radiant damage. The target gains no benefit from cover for this
spell then ends. saving throw.
The spell’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Player’s Handbook
You utter a divine word, and burning radiance erupts from you. Each Each object in a 20-foot cube within range is outlined in blue, green, This spell sends creatures into a magical slumber. Roll 5d8, the total
creature of your choice that you can see within range must succeed or violet light (your choice). Any creature in the area when the spell is is how many hit points of creatures this spell can affect. Creatures
on a Constitution saving throw or take 1d6 radiant damage. cast is also outlined in light if it fails a Dexterity saving throw. For the within 20 feet of a point you choose within range are affected in
The spell’s damage increases by 1d6 when you reach 5th level duration, objects and affected creatures shed dim light in a 10-foot ascending order of their current hit points (ignoring unconscious
(2d6), 11th level (3d6), and 17th level (4d6). radius. creatures).
Any attack roll against an affected creature or object has advantage Starting with the creature that has the lowest current hit points,
if the attacker can see it, and the affected creature or object can’t each creature affected by this spell falls unconscious until the spell
benefit from being invisible. ends, the sleeper takes damage, or someone uses an action to shake
or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.
Spellcasting (Cleric) Xanathar’s Guide to Everything Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot- For the duration, you see invisible creatures and objects as if they Healing energy radiates from you in an aura with a 30-foot radius.
high cylinder centered on a point within range. Until the spell ends, were visible, and you can see into the Ethereal Plane. Ethereal Until the spell ends, the aura moves with you, centered on you. You
dim light fills the cylinder. creatures and objects appear ghostly and translucent. can use a bonus action to cause one creature in the aura (including
When a creature enters the spell’s area for the first time on a turn you) to regain 2d6 hit points.
or starts its turn there, it is engulfed in ghostly flames that cause
searing pain, and it must make a Constitution saving throw. It takes
2d10 radiant damage on a failed save, or half as much damage on a
successful one.
A shapechanger makes its saving throw with disadvantage. If it
fails, it also instantly reverts to its original form and can’t assume a
different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an
action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d10 for each slot level
above 2nd.
Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook Domain Spells (Cleric) Player’s Handbook
Leomund’s Tiny Hut
3rd-level evocation (ritual)