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Glass, Sun-Kissed in Dungeons & Dragons 5e

Glass, Sun-Kissed

4 Level (0/6500 XP for level-up) Noble Background Fairy Race / Species / Heritage Lawful Neutral Alignment
Cleric (Order Domain)
Level 4
Hit Dice: 4/4
1d8+3 Class 1

STR 6

-2

DEX 16

+3

CON 17

+3

INT 6

-2

WIS 19

+4

CHA 14

+2

35
Hit Points
+3
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30/60/30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-4 Strength
+6 Dexterity
+6 Constitution
-4 Intelligence
+12 Wisdom
+8 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
-2 Arcana INT
-2 Athletics STR
+2 Deception CHA
+0 History INT
+6 Insight WIS
+2 Intimidation CHA
-2 Investigation INT
skills
+4 Medicine WIS
-2 Nature INT
+4 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
QuaterStaff -2 STR 1d6(1d8)-2 Bludgeoning
 Versatile, Melee
Guiding Bolt +4 WIS 4d6 Radiant
 Components: V S, Range 120ft. Ranged Spell Attack, Gives Advantage on next attack
Toll the Dead +4 WIS 1d8(1d12) Necrotic
 Range: 60 feet, Components: V S, Wisdom Saving Throw.
Wand Of Magic Missle -2 INT 1d4 Arcane
 Range: 60feet, 3 Charges Per Day
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Toll The Dead +6 1 Action 60 Instantaneous 1d8 (1d12) V S
 Notes:The target must succeed on a Wisdom saving throw. If the target is missing any of its hit points, it takes 1d12 necrotic damage.
Guidance +6 1 Action Touch Concentration V S
 Notes:Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Thaumaturgy +6 1 Action 30 1 Min V
 Notes:You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Resistance +6 1 Action Touch Concentration, 1 Min V S M (Small Cloth) 5
 Notes:Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Druidcraft (Fairy - free) +6 1 Action 30 Instant V S
 Notes:You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.
Channel Divinity: Order's Demand +6 1 Action 30 ft Instant 1 per SR
 Notes:As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Voice of Authority +6 Always Active
 Notes:Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
Faerie Fire 60ft 1 Min, Concentration V 1 Per LR
 Notes:Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Turn Undead (Domain) 1 Action 30ft 1 Min V S 1 Per SR
 Notes:a 2nd-level Cleric Channel Divinity feature that uses an action to force undead within 30 feet to make a Wisdom saving throw. On failure, they are turned for 1 minute, forcing them to flee and preventing them from taking actions, attacking, or moving closer

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Toll The Dead +6 1 Action 60 Instantaneous 1d8 (1d12) + V S
 Notes:The target must succeed on a Wisdom saving throw. If the target is missing any of its hit points, it takes 1d12 necrotic damage.
Command (Domain) +6 1 Action 60 1 round At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
 Notes:You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Heroism (Domain) +6 1 Action Touch V S
 Notes:Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bless +6 30 Concentration,1 min V S M (Holy water spritz)
 Notes:You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Healing Word +6 1 Bonus Action 60 1d4+4 V
 Notes:This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Sanctuary +6 1 bonus action 30 ft 1 min V S M 3
 Notes:Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Prot. from Evil & Good +6 1 Action Touch 10 Min, Concentration V S M 30
 Notes:Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Cure Wounds +6 1 Action Touch Instant 1d8+Wis (Healing) V S
 Notes:A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
Bane +6 1 action 30 1 Min, Concentration V S M
 Notes:Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Toll The Dead +6 1 Action 60 Instantaneous 1d8 (1d12) + V S
 Notes:The target must succeed on a Wisdom saving throw. If the target is missing any of its hit points, it takes 1d12 necrotic damage.
Hold Person (Domain) +6 1 Action 60 1 min, Concentration V S M 10
 Notes:Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Component: Iron
Zone of Truth (Domain) +6 1 Action 60 10 Min V S
 Notes:create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Blindness/Deafness +6 1 Action 30 1 min V
 Notes:You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Lesser Restoration 1 Action Touch Instant V S
 Notes:You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Voice of Authority (Lvl 1+): Spells on allies grant free reaction attacks

Channel Divinity: Order's Demand / Turn Undead (1x/short rest)

FAIRY TRAITS: -
Fey Creature type (Small) - Flight 30 ft. (light/no armor)
Fairy Magic: Druidcraft, Faerie Fire 1x/LR (DC 14), Enlarge/Reduce unlocks at Level 5

NOBLE BACKGROUND: -
Position of Privilege - Outside of combat, people assume you belong wherever you are Guards are cooperative, nobles grant you audiences, doors open




Features & Traits

Equipment: Studded Leather Armor, Shield, Quarterstaff, Holy Symbol (Amulet), Gloves of Missile Snaring, Wand of polymorph 5e - Charges - 1 Action. 1d6 +1 charges - Roll a d20 20 unless Crumbled. Current Charges - 2

Extra: Priest's Pack, Fine Clothes, Signet Ring,

Components: 5 Cloth Scraps, 3 Small mirrors, 1 Flask of Holy water, 10 Scraps of Iron, 1 Vail of Homunculus Incubation juice




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money

Languages: Common, Sylvan, Elvish


Proficiencies: Insight, History, Persuasion, Religion




Languages & Proficiencies

I speak with divine authority regardless of my size. Small, Holy, and utterly unbothered by those who underestimate me.




Personality Traits

Contracts shouldn't be broken.


Greed is a false profit - it will never be fulfilled.
The Pit's belly is always empty. True power comes not from holding, but from releasing.




Ideals

Pits of any size are sacred


I worship the God of the Pit. I close my eyes and stand in a golden grain field, walking a slow circle. On my left: the Pit // pure darkness even midsummer sun will not touch. I throw my spoils in. It grants me my power.




Bonds

Often misuses / mispronounces words. -> 'I.e. Droll Instead of Drop'


Rather Literal




Flaws
THE GOD OF THE PIT - A deity of sacred emptiness and divine release. Glass serves as mortal emissary, enforcing the law that greed is a false prophet.
.
THE PIT COURT - Other worshippers and agents across the world.
.
Glass, Sun-Kissed is an emissary of the God of the Pit. A divine being of pure, absolute emptiness. I was chosen not for the size, but for my willingness to release. Where others accumulate power, I give. Where others build temples, I bury offerings into the earth. I prays by walking. Eyes closed, I find myself in a sun-drenched grain field, fingers trailing through ripe wheat. Walking a slow circle. On my left: the Pit. A vast chasm of perfect darkness that even high summer cannot penetrate. Thou must not fear it. You shall be grateful for it. The Pit does not take. It receives. And in receiving, it grants.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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