Vicven Milner

Human Cleric 6
Str
10
+0
Dex
14
+2
Con
13
+1
Int
9
-1
Wis
18
+4
Cha
14
+2
Proficiency Bonus: +3
Saving Throw: Wis, Cha
Skill: History, Insight, Persuasion, Religion
Tool: Gaming set (cards)
Language: Common, dwarvish, elvish
Weapon: simple
Armor: light, medium, shields
Max HP: 39
Hit Dice
d8
Death Saves
Current HP
Temp HP
Melee Equipment

DaggerShieldChain shirt

AC
17
Move
30
    Actions
    Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 1d4 + 2 slashing damage.
    Ranged Equipment

    Light crossbowChain shirt

    AC
    15
    Move
    30
      Actions
      Light crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft. Hit: 1d8 + 2 piercing damage.
      Channel Divinity
      Turn UndeadAction

      Requires holy symbol and verbal prayer. Each visible undead in 30 ft. must succeed on a Wisdom save or be turned for 1 minute or until it takes damage. An undead that fails its save is instantly destroyed instead if its CR is ½ or lower.

      A turned creature can’t take reactions and can only Dash or try to escape from an effect that prevents it from moving. It must try to move as far away as possible and can’t willingly move within 30 ft. If it has nowhere to go, it may Dodge.

      Invoke DuplicityAction

      Create a perfect illusion of yourself that lasts for 1 minute, in an unoccupied space you can see within 30 ft. As a bonus action, you can move the illusion up to 30 ft. to a space you can see, but it must remain within 120 ft. of you.

      You can cast spells as if you were in the illusion's space, but you must use your own senses. When both you and your illusion are within 5 ft. of a creature that can see the illusion, you have advantage on attack rolls against that creature.

      Cloak of ShadowsAction

      You become invisible until the end of your next turn. You become visible if you attack or cast a spell.

      Second Chance

      Reaction. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

      Cleric Spellcasting
      Spellcasting Ability:
      Wis
      Spell Attack Modifier:
      +7
      Saving Throw DC:
      15
      Spell Slots
      1st
      2nd
      3rd
      Concentration
      Preparation

      You always have charm person, disguise self, mirror image, pass without trace, blink, and dispel magic prepared. After a long rest, you can prepare any 10 spells from the cleric spell list.

      Ritual Casting

      You can cast a prepared cleric spell with the ritual tag as a ritual.

      Blessing of the Trickster

      Action. Touch a willing creature other than yourself. The target has advantage on Dexterity (Stealth) checks for 1 hour or until you use this power again.

      Inventory
      Dagger (2)
      Holy amulet
      Hemp rope (50 ft.)
      Crossbow bolt (38)
      Light crossbow
      Backpack
      Torch (10)
      Bedroll
      Chain shirt
      Tinderbox
      Rations (10)
      Waterskin
      Signet Ring
      Wand of magic missile
      Shield
      pp
      gp
      531
      sp
      10
      cp
      12
      Attunement
      1.
      2.
      3.
      Spell Actions
      Guidance
      cantrip
      conc.
      Sacred Flame
      cantrip
      Spare the Dying
      cantrip
      Toll the Dead
      cantrip
      Bane
      1st
      conc.
      Bless
      1st
      conc.
      Charm Person
      1st
      Command
      1st
      Create or Destroy Water
      1st
      Cure Wounds
      1st
      Detect Evil and Good
      1st
      conc.
      Detect Magic
      1st
      conc., ritual
      Detect Poison and Disease
      1st
      conc.
      Disguise Self
      1st
      Guiding Bolt
      1st
      Inflict Wounds
      1st
      Protection from Evil and Good
      1st
      conc.
      Purify Food and Drink
      1st
      ritual
      Aid
      2nd
      Blindness/deafness
      2nd
      Calm Emotions
      2nd
      conc.
      Continual Flame
      2nd
      Enhance Ability
      2nd
      conc.
      Find Traps
      2nd
      Gentle Repose
      2nd
      ritual
      Hold Person
      2nd
      conc.
      Lesser Restoration
      2nd
      Locate Object
      2nd
      conc.
      Mirror Image
      2nd
      Pass Without Trace
      2nd
      conc.
      Protection from Poison
      2nd
      Silence
      2nd
      conc., ritual
      Warding Bond
      2nd
      Zone of Truth
      2nd
      Beacon of Hope
      3rd
      conc.
      Bestow Curse
      3rd
      conc.
      Blink
      3rd
      Create Food and Water
      3rd
      Daylight
      3rd
      Dispel Magic
      3rd
      Feign Death
      3rd
      ritual
      Life Transference
      3rd
      Meld Into Stone
      3rd
      ritual
      Protection from Energy
      3rd
      conc.
      Remove Curse
      3rd
      Revivify
      3rd
      Sending
      3rd
      Speak With Dead
      3rd
      Spirit Guardians
      3rd
      conc.
      Tongues
      3rd
      Water Walk
      3rd
      ritual
      Bonus Actions
      Healing Word
      1st
      Sanctuary
      1st
      Shield of Faith
      1st
      conc.
      Spiritual Weapon
      2nd
      Mass Healing Word
      3rd
      Non-Combat Spells
      Ceremony
      1st
      ritual
      Augury
      2nd
      ritual
      Prayer of Healing
      2nd
      Animate Dead
      3rd
      Clairvoyance
      3rd
      conc.
      Glyph of Warding
      3rd
      Magic Circle
      3rd