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Charlie "Noel" Saint Rune in Dungeons & Dragons 5e

Charlie "Noel" Saint Rune

2 Level (0/900 XP for level-up) Haunted One/Acolyte Background Half Elf (Drow) Race / Species / Heritage Neutral Alignment
Cleric
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR 10

+0

DEX 14

+2

CON 14

+2

INT 15

+2

WIS 16

+3

CHA 14

+2

17
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+5 Attack mod
WIS Ability
+3 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+2 Intelligence
+5 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+3 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+2 Deception CHA
+4 History INT
+5 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+2 Nature INT
+3 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+6 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +2 STR 1d6 bludgeoning
 Versatile (1d8)
Crossbow, light +2 STR 1d8 piercing
 Ammunition (range 80/320), loading, two-handed
Dagger +4 DEX 1d4+2 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Dancing Lights
Sacred Flame
Spare the Dying
Toll the Dead

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Command
Identify
Cure Wounds
Healing Word

Darkvision - superior vision in dark and dim conditions. Can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Can't discern color in darkness, only shades of gray.


Fey Ancestry - Advantage on saving throws against being charmed, and cannot be put to sleep magically.


Drow Magic - Dancing Lights cantrip. 3rd level, can cast Faerie Fire once and regain the ability to do so when you finish a long rest. 5th level, cast Darkness once and regain the ability to do so when you finish a long rest. Charisma is spellcasting ability for these spells.


Blessing of Knowledge - Proficiency bonus is doubled for Arcana and History check you make that uses either of those skills.




Features & Traits

Priest's Pack - a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin


Monster Hunter's Pack - chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, andĀ 3 torches


A tarnished silver coin with blood that won't wash off and a shard of obsidian that is always freezing to the touch


Common Clothes


Quarterstaff


Leather Armor


Crossbow, light


Dagger (x2)


Holy Symbol - Amulet


Rod of Rulership




Equipment Copper: 0, Silver: , Electrum: 0, Gold: 7, Platinum: 0 Money

Languages: Common, Elvan, Undercommon, Deep Speech, Abyssal, Celestial


Weapon Proficiencies: Simple Weapons


Armor Proficiencies: Light/Medium Armor, Shields






Languages & Proficiencies


™ & © 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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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

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