## Temple Liaison, "The Penitent" --- ## Basic Information **Race:** Human **Age:** 29 **Class:** Cleric (Trickery Domain) 7 / Rogue 2 **Alignment:** Neutral Good **Title:** Temple Liaison, The Penitent, Former Brother **Role:** Temple Operations, Religious Intelligence, Healer, Fence for Sacred Items **Deity:** [[Perserphina]] (Goddess of Beauty, War, and Exploration) - complicated relationship **Base of Operations:** The Scarlet Coin, [[Lowward]] District, [[Brensistria]] --- ![[Benwick.png]] ## Physical Description **Height:** 6'0" **Build:** Athletic but not imposing, warrior-priest physique **Hair:** Brown, tonsured (monk-style haircut maintained out of habit) **Eyes:** Warm hazel, gentle and kind **Skin:** Fair, some sun exposure **Distinguishing Features:** - Criminal brand on chest, directly over heart (hidden under robes) - Faded scars on back from self-flagellation (practice abandoned years ago) - Gentle, disarming smile - Calloused hands from mace training - Often looks tired (carries heavy burdens) **Typical Attire:** - Simple clerical robes (still wears them from habit) - Chainmail underneath when expecting trouble - Holy symbol of [[Perserphina]] (wears under shirt, can't bring himself to remove it) - Practical boots - Worn leather belt with pouches - Everything clean and well-maintained despite simple appearance --- ## Personality **Core Traits:** - **Conflicted:** Struggles with faith and guilt daily - **Compassionate:** Genuinely cares about helping people - **Pragmatic:** Willing to bend rules for the greater good - **Haunted:** Carries guilt from heist and leaving his order - **Spiritual:** Still prays morning and evening, uncertain if anyone listens - **Self-Deprecating:** Makes jokes about his fall from grace **Public Persona:** - Gentle and approachable - Patient listener - Non-judgmental counselor - Healer and helper - Seemingly at peace **Private Reality:** - Wrestling with crisis of faith - Questioning his worth and purpose - Seeking redemption or acceptance - Using divine gifts for criminal enterprise - Wondering if he's serving [[Perserphina]] or deluding himself **Strengths:** - Genuine empathy and kindness - Healing and support magic - Knowledge of temple politics - Diplomatic and mediating - Moral compass for the crew **Weaknesses:** - Crisis of faith undermines confidence - Too forgiving (can be exploited) - Guilt makes him reckless with own safety - Sometimes paralyzed by moral questions - Fears divine abandonment --- ## Background ### Religious Family Benwick came from a deeply religious family in [[Brensistria]]: - Both parents served [[Perserphina]]'s temple - Raised with daily prayers and temple attendance - Expected to continue family's religious service - Three older siblings (all in religious orders) - Faith was family identity and purpose **Childhood:** - Prayers before every meal - Temple services multiple times weekly - Studied religious texts from age 5 - Showed aptitude for divine magic early - Truly believed in [[Perserphina]]'s teachings - Wanted to make his family proud ### The Academy Years (Age 14-18) **Dual Training:** Benwick attended both: - [[Brensistria]]'s Arcane Combat Academy (combat training) - Temple of [[Perserphina]]'s parallel religious instruction (clerical training) This unique program trained warrior-priests who could: - Serve as military chaplains - Protect holy sites - Combine divine magic with martial prowess - Spread [[Perserphina]]'s faith through action **Why He Joined [[Keldon Ashveil|Keldon]]'s Crew:** Initially, Benwick joined to steal religious texts for comparative study. He wanted to understand other faiths to better serve [[Perserphina]]. But he stayed because: - He enjoyed the intellectual challenge - The crew became like family - He was curious about life outside temple walls - The camaraderie filled something missing in his faith He convinced himself he was doing good—taking from corrupt nobles, using proceeds to help the poor. He was young and rationalized well. ### The Failed Heist (Age 18) **The Capture:** Benwick was caught during the heist. As guards dragged him away, he prayed to [[Perserphina]] for forgiveness. He felt no response. **The Brand:** The brand was placed deliberately over his heart: - Symbolic punishment for breaking his vows - Permanent reminder that he betrayed his faith - Located where he could see it every day - Hidden under robes but always felt **The Expulsion:** The Temple of [[Perserphina]] formally expelled him: - Declared him unfit for service - Revoked his clerical status (though his powers remained) - His family attended the ceremony - They spoke the ritual words of disownment - He was forbidden from entering any temple of [[Perserphina]] **The Family's Rejection:** His family's response was devastating: - They declared him dead to them - Held a funeral service in his name - Removed him from family records - Refused all contact - Chose faith community over their son This destroyed him more than the brand. ### The Dark Years (Age 18-22) **Complete Despair:** After losing everything, Benwick spiraled: - Drank heavily to numb the pain - Wandered [[Brensistria]]'s streets aimlessly - Slept in alleys and abandoned buildings - Stopped praying (felt abandoned by [[Perserphina]]) - Considered suicide multiple times - Lost all sense of purpose **The Crisis:** Yet his divine powers didn't fade. He could still: - Cast healing spells - Channel divine energy - Turn undead - Access his deity's magic This confused him. If [[Perserphina]] abandoned him, why did he still have her power? Possible explanations: 1. The goddess forgives him and uses him despite his flaws 2. He's deluding himself and the power comes from residual energy 3. [[Perserphina]] has a plan he doesn't understand 4. He never truly lost her favor; only mortals judged him He still doesn't know which is true. **The Rescue (Age 22):** [[Keldon Ashveil|Keldon]] found Benwick drunk in an alley, nearly dead from exposure during winter. [[Keldon Ashveil|Keldon]]: - Brought him to The Scarlet Coin - Got him cleaned up and sober - Offered him purpose (join [[The Silver Threads]]) - Gave him a family when his own rejected him - Showed him his skills had value Benwick has been completely loyal ever since. ### [[The Silver Threads]] Years (Age 22-29) **Finding New Purpose:** Over seven years, Benwick discovered: - The crew became his congregation - Helping them felt like serving [[Perserphina]] - His healing saved lives - His temple knowledge had value - Maybe redemption comes through action, not institution **His Role:** - Temple liaison (maintains contacts with clergy) - Healer (provides medical care for crew) - Fence for religious artifacts (hates this but it's useful) - Confessor (crew members confide in him) - Moral compass (advises on ethical questions) **The Contradiction:** Benwick wrestles daily with using divine gifts for criminal enterprise: - He fences stolen holy items - He heals criminals - He uses trickery domain for deception - He serves thieves, not temples Yet he also: - Secretly uses stolen money to help the poor - Heals sick children in [[Lowward]] District - Mediates conflicts peacefully - Prevents unnecessary violence - Maintains his prayers and devotions **Current Status:** At 29, Benwick still doesn't know if he's serving [[Perserphina]] or serving himself. But he keeps praying, keeps helping, and keeps hoping for an answer. --- ## Relationships ### [[Keldon Ashveil]] **Relationship:** Savior, leader, person he owes everything [[Keldon Ashveil|Keldon]] literally saved Benwick's life. Without [[Keldon Ashveil|Keldon]]: - Benwick would have frozen to death - Never found new purpose - Died drunk and alone in an alley - Never discovered new family **Benwick's Feelings:** - Complete loyalty and gratitude - Sees [[Keldon Ashveil|Keldon]] as instrument of [[Perserphina]]'s will (maybe) - Would die for him without hesitation - Serves as his moral advisor - Tries to keep him honest when possible ### [[Madame Celestine Voss]] **Relationship:** Friend, appreciates her pragmatism [[Madame Celestine Voss|Celestine]] treats Benwick with: - Kindness without pity - Respect for his faith despite not sharing it - Practical support when he struggles - Understanding of his dual nature He appreciates her acceptance. ### [[Vex]] **Relationship:** Someone to protect and counsel Benwick is protective of [[Vex]]: - Sees his vulnerability beneath competence - Heals his injuries without judgment - Listens when [[Vex]] needs to talk - Provides fatherly guidance - Encourages his growth [[Vex]] confides in Benwick more than anyone else. ### [[Marlowe]] **Relationship:** Intellectual companion, philosophical debate partner Benwick and [[Marlowe]] discuss: - Theology and philosophy - Ethics of their work - Meaning and purpose - Art, beauty, truth - Life's big questions [[Marlowe]] challenges Benwick's faith, which Benwick appreciates—it makes him think. ### [[Seris Moonwhisper|Seris]] Moonwhisper **Relationship:** Kindred spirit in identity struggle Benwick and [[Seris Moonwhisper|Seris]] understand each other: - Both struggling with dual identities - Both lost their intended paths - Both questioning who they really are - Both seeking redemption or acceptance They have occasional deep conversations about belonging. ### [[Armara]] **Relationship:** Sympathetic, sees possibility for redemption **Then (Age 18):** - Saw [[Armara]]'s magical talent as divine gift - Considered her a friend - Prayed for her safety after she vanished - Felt abandoned but understood fear **Now (Age 29):** - Most sympathetic crew member to her situation - Understands falling from grace - Believes in redemption (must, or his own is impossible) - Willing to help guide Dawn Wardens - Hopes her quest might provide answers about his own path - Still prays for her (habit he can't break) **His Perspective:** If [[Perserphina]] can forgive [[Armara]] (regicide, pirate massacre, joining The Shadows), maybe the goddess can forgive anyone. Including him. --- ## Skills & Abilities ### Cleric Abilities (Trickery Domain, 7th Level) **Spellcasting (7th level Cleric, 4th level spell slots):** **Cantrips:** _Guidance_, _Light_, _Sacred Flame_, _Thaumaturgy_ **Domain Spells (Always Prepared):** - 1st: _Charm Person_, _Disguise Self_ - 2nd: _Mirror Image_, _Pass Without Trace_ - 3rd: _Blink_, _Dispel Magic_ - 4th: _Polymorph_, _Dimension Door_ **Prepared Spells (Typical Selection):** - 1st: _Cure Wounds_, _Healing Word_, _Bless_, _Shield of Faith_, _Detect Magic_ - 2nd: _Lesser Restoration_, _Spiritual Weapon_, _Aid_, _Prayer of Healing_ - 3rd: _Spirit Guardians_, _Beacon of Hope_, _Revivify_, _Remove Curse_ - 4th: _Death Ward_, _Guardian of Faith_ **Channel Divinity (1/rest, 2/rest at 6th level):** **Turn Undead:** - Frighten or destroy undead within 30 feet - Each undead must make Wisdom save or be turned - Turned creatures flee and can't willingly move closer **Invoke Duplicity:** - Create perfect illusory duplicate within 30 feet - Can move it 30 feet as bonus action - Lasts 1 minute or until concentration ends - Can cast spells as though in duplicate's space - Grants advantage on attacks against enemies near duplicate - Perfect for misdirection and infiltration **Divine Domain Features:** **Blessing of the Trickster:** - Touch one creature - Grant advantage on Stealth checks for 1 hour - Can use on allies for infiltration missions **Divine Strike (7th level):** - Once per turn, add 1d8 poison damage to weapon attack - Represents [[Perserphina]]'s trickster aspect ### Rogue Abilities (2nd Level) **Sneak Attack:** 1d6 extra damage **Cunning Action:** Bonus action dash, disengage, hide **Expertise:** Religion +8, Insight +7 ### Combined Combat Style Benwick fights as a trickster cleric: - Summons _Spiritual Weapon_ (appears as silver sword) - Uses Invoke Duplicity to confuse enemies - Casts _Bless_ on allies - Melee with mace when necessary - Divine Strike adds poison damage - Heals allies with _Healing Word_ (bonus action) - Uses illusions and trickery more than direct combat ### Skills **Expertise:** Religion +8, Insight +7 **Proficient:** Medicine +6, Persuasion +4, Deception +4, Stealth +5 ### Religious Knowledge **Temple Politics:** - Knows clergy hierarchy - Understands temple schedules and routines - Recognizes religious symbols and rituals - Identifies holy days and ceremonies - Knows which clergy to approach for what **Artifact Identification:** - Can determine if item is holy/unholy - Knows religious artifact value - Understands divine magic properties - Identifies cursed items - Knows appropriate buyers for stolen relics **Theological Expertise:** - Deep knowledge of [[Perserphina]]'s teachings - Studied comparative religion - Understands other faiths and pantheons - Can debate theology convincingly - Quotes scripture when needed ### Languages & Tools **Languages:** Common, Celestial, Thieves' Cant, Elvish **Tools:** Thieves' tools, Herbalism kit --- ## Equipment ### Weapons & Armor **Mace +1** - "Mercy" - Blessed weapon from temple days - Named for [[Perserphina]]'s mercy he hopes still exists - Only weapon he uses regularly - Symbol of his past and present **Shield** - Wooden, well-maintained - Faded [[Perserphina]] symbol (won't fully remove it) - Practical protection - Reminder of what he was **Chainmail** - Kept polished and maintained - Wears under robes when expecting trouble - Wearing it feels like penance - AC 16 with shield ### Holy Items **Holy Symbol of [[Perserphina]]** - Silver medallion - Wears under shirt, not displayed publicly - Can't bring himself to remove it - Uses for spellcasting focus - Touches when praying **Prayer Book** - From his temple days - Hollowed out to hide lockpicks and valuables - Still reads the prayers - Annotations in margins from years of study - Most personal possession **Blessed Water (3 vials)** - From various temples - For emergency demon/undead situations - Collected from sympathetic clergy - Also drinks it when particularly guilt-ridden ### Healer's Supplies **Healer's Kit** - Always fully stocked - Uses for non-magical healing - Bandages, herbs, ointments - Saves spell slots when possible **Herbalism Kit** - Makes healing poultices - Creates medicines for common ailments - Supplements magical healing - Helps [[Lowward]] District poor for free **Antitoxins & Antidotes (various)** - For poisoning cases - Collected from apothecaries - Some magical, some mundane - Has saved crew lives multiple times ### Personal Items **Clerical Robes (3 sets)** - Simple brown robes - Comfortable and familiar - Wears when visiting temples - Provides legitimacy **Travel Pack** - Rations, waterskin, rope - Bedroll, blanket - Tinderbox, torches - Always prepared to help someone --- ## Tactics & Approach ### Temple Infiltration **Using Former Status:** - Wears clerical robes - Speaks with proper religious terminology - Knows protocols and procedures - Recognized by older clergy (complicated) - Can gain access through "pastoral visit" excuse **Invoke Duplicity Usage:** - Creates duplicate to be in two places - Duplicate scouts while he waits safely - Can cast spells through duplicate - Perfect for accessing restricted areas - Maintains plausible deniability **Information Gathering:** - Talks with acolytes and junior clergy - Knows temple gossip networks - Understands who's trustworthy - Can identify valuable information - Never pushes too hard (raises suspicion) ### Supporting the Crew **Healing Role:** - Primary healer for [[The Silver Threads]] - Uses _Healing Word_ to revive downed allies - Casts _Prayer of Healing_ during short rests - Saves high-level slots for emergencies - Supplements with mundane healing **Battlefield Support:** - Casts _Bless_ on fighters before combat - Summons _Spiritual Weapon_ for extra damage - Uses _Shield of Faith_ on front-line members - _Spirit Guardians_ when surrounded - Protects [[Madame Celestine Voss|Celestine]] and other non-combatants **Utility Magic:** - _Lesser Restoration_ removes diseases/conditions - _Remove Curse_ for cursed items/people - _Dispel Magic_ for enemy enchantments - _Revivify_ if anyone dies (carries diamond) - _Pass Without Trace_ for group stealth ### Fencing Religious Artifacts **Identification:** - Uses _Detect Magic_ to verify items - Assesses religious significance - Determines appropriate value - Identifies cursed items (warns buyers) - Won't fence items from [[Perserphina]] temples (one line he won't cross) **Finding Buyers:** - Knows collectors through temple contacts - Connects with underground antiquities market - Uses intermediaries (never direct sales) - Ensures items go to appreciative owners - Secretly tries to return most sacred items **Internal Struggle:** Benwick hates this part of his job: - Feels like ultimate betrayal of faith - Each transaction wounds him - Prays for forgiveness after each - Donates portion to poor (assuaging guilt) - Dreams of stopping but can't abandon crew ### Combat (When Necessary) **Preferred Tactics:** - Buff allies first (_Bless_, _Shield of Faith_, _Aid_) - Summon _Spiritual Weapon_ (bonus action attacks) - Use Invoke Duplicity for positioning - Strike with mace when needed (Divine Strike adds poison) - Focus on keeping allies alive - Save spell slots for healing **Emergency Measures:** - _Beacon of Hope_ for critical healing situations - _Death Ward_ on person most likely to die - _Guardian of Faith_ to protect area - _Revivify_ if someone dies - Will sacrifice himself to save crew --- ## Goals & Motivations ### Primary Goal Understand if [[Perserphina]] still watches over him, and if not, find new purpose or make peace with his actions. ### Secondary Goal Protect [[The Silver Threads]]—his new congregation. They gave him family when his own rejected him. ### Personal Goal Reconcile his past religious calling with current criminal life. Can he serve [[Perserphina]] while helping criminals? ### Secret Desire Be welcomed back into a Temple of [[Perserphina]]. Have someone in religious authority say "you are forgiven, you still belong." ### Theological Question If he still has divine power, does that mean [[Perserphina]] approves of his path? Or is he misinterpreting her silence? ### Deep Fear That his powers will fade, proving he was never truly worthy and [[Perserphina]] has abandoned him. --- ## Character Development Hooks ### The Divine Sign [[Perserphina]] could contact Benwick directly: - Send a vision or dream - Speak through an agent - Provide a clear sign (miracle) - Give him a quest or mission This would force him to confront his faith directly. Does the goddess: - Approve of his current path? - Want him to return to temples? - Have specific purpose for him? - Simply want him to help people however he can? ### The Redemption Quest Benwick could learn of a way to earn formal redemption: - Complete a dangerous holy quest - Recover a sacred relic - Protect a temple from threat - Sacrifice something precious Does he pursue it? What if it conflicts with [[The Silver Threads]]? ### The Choice Eventually Benwick might be forced to choose: - The crew or the temple - Criminal life or religious calling - Helping friends or following doctrine - Pragmatic good or lawful obedience ### The Powers Fade What if his divine powers start weakening? - Does this mean [[Perserphina]] is leaving him? - Is it a test of faith? - Must he prove himself again? - Or accept he's no longer clergy? ### The Protégé A young person asks Benwick to teach them about [[Perserphina]]: - Does he spread her teachings despite being expelled? - Can excommunicated clergy create new clergy? - Would this redeem or damn him further? - What if the student is better than he ever was? --- ## Roleplaying Benwick ### Voice & Mannerisms **Speech Patterns:** - Soft-spoken and gentle - Uses religious terminology naturally - Quotes scripture in conversation - Tends toward formal Common (seminary education) - Self-deprecating humor about his situation **Body Language:** - Calming presence and open posture - Makes comforting eye contact - Gentle touches (shoulder, hand) when consoling - Clasps hands when praying or thinking - Unconsciously touches chest (where brand is) when discussing faith **Habits:** - Prays morning and evening (even if uncertain anyone listens) - Blesses food before eating (can't break the habit) - Makes small religious gestures (sign against evil, protective wards) - Reads his prayer book before sleep - Gives small portions of his money to beggars ### Key Quotes **On His Fall:** "The gods teach forgiveness, yet their servants cast me out. Perhaps the gods were never really listening. Or perhaps... they're just more patient than mortals." **On His Faith:** "I find more truth in this den of thieves than I ever found in temple halls." **On Redemption:** "Redemption is a personal journey, not a divine gift. At least, that's what I tell myself when I pray into silence." **On The Crew:** "They're thieves, liars, and criminals. They're also the most honest people I know. And they're my family." **On Using Divine Power for Crime:** "Every time I heal one of them, I wonder: is [[Perserphina]] working through me, or am I deluding myself? I suppose I'll find out when I die." **On [[Armara]]:** "We all fall. The question isn't whether we can be forgiven—it's whether we can forgive ourselves." --- ## Using Benwick in Your Campaign ### As an Ally **What He Provides:** - Healing and support magic - Temple access and contacts - Religious knowledge and guidance - Moral perspective on decisions - Peaceful conflict resolution - Identification of holy items **What He Asks:** - Very little (feels he owes [[Keldon Ashveil|Keldon]] everything) - Respect for his faith (despite contradictions) - Help protecting the crew - Occasional theological discussion - Maybe forgiveness (for himself) ### As a Guide For the [[Brensistria]] mission, Benwick helps Dawn Wardens: - Access temples and religious institutions - Research in religious archives - Meet with clergy and religious officials - Identify divine artifacts - Navigate temple politics - Provide healing support **His Approach:** - Gentle and diplomatic - Uses old contacts carefully - Maintains religious protocols - Never pushes too hard - Genuinely wants to help ### As a Character **Depth Beyond "Healer":** - Wrestling with profound crisis of faith - Serving deity while excommunicated - Finding family in unexpected place - Using divine gifts for criminal enterprise - Questioning everything he was taught - Seeking redemption or acceptance ### Moral Complexity Benwick represents: - Faith without institution - Service despite rejection - Using "wrong" means for right ends - Finding family outside blood and faith - The question: can you serve a god while helping criminals? --- ## Adventure Hooks Involving Benwick ### Faith-Based Hooks **"The Vision"** Benwick receives a vision from [[Perserphina]] directing him to a specific quest. Does he: - Follow it immediately? - Question if it's real? - Ask the party to help? - Fear it's a test he'll fail? **"The Sacred Relic"** A temple of [[Perserphina]] is robbed. The stolen item is sacred to his goddess. Benwick must: - Recover it to protect [[Perserphina]]'s honor - Work with temple authorities who expelled him - Decide whether to return it or keep it safe himself - Face his past directly **"The Dying Priest"** A priest who showed Benwick kindness is dying. Final request: - Complete unfinished holy mission - Bring specific religious message - Provide last rites (but Benwick is excommunicated) - Protect something important ### Crew-Based Hooks **"The Poisoning"** Multiple crew members are poisoned. Benwick must: - Identify poison quickly - Find cure components - Keep them alive with magic - Track down who poisoned them - Possibly run out of spell slots **"The Confession"** A crew member confesses something terrible to Benwick. Does he: - Keep the secret (confessor privilege)? - Tell [[Keldon Ashveil|Keldon]] (loyalty to leader)? - Help them make amends? - Struggle with what's right? **"The Brand Removal"** Benwick discovers ritual to remove criminal brands, but it requires: - Rare holy components - Dangerous divine magic - Possible divine price - Difficult quest Does he pursue it for himself? For the crew? ### Temple-Based Hooks **"The Excommunication Reversal"** New temple leadership offers to reverse Benwick's excommunication if he: - Completes dangerous quest for them - Abandons [[The Silver Threads]] - Publicly renounces his criminal life - Proves his faith What does he choose? Can he choose? **"The Corrupted Temple"** A temple of [[Perserphina]] is secretly corrupt. Benwick must: - Expose the corruption - Protect innocent clergy - Decide if he can act against the institution - Work with his criminal skills for holy purpose --- ## Secrets & Revelations ### What Few Know **Secret 1: The Unbroken Connection** Benwick's divine powers haven't weakened at all in eleven years. If anything, they've grown stronger. This suggests [[Perserphina]] never abandoned him—but why won't she give him a sign? **Secret 2: The Hidden Charity** Benwick secretly uses 75% of his Silver Threads earnings to help the poor in [[Lowward]] District. He runs an anonymous charity providing food, medicine, and shelter. It's his way of serving [[Perserphina]]. **Secret 3: The Prayer Journal** Every night, Benwick writes prayers in a journal. Eleven years of one-sided conversations with [[Perserphina]]. He's never received an answer but continues anyway. **Secret 4: The Divine Protection** Twice, Benwick should have died on Silver Threads operations. Both times, mysterious divine intervention saved him (light, protective force, instant healing). He doesn't know if it was [[Perserphina]] or coincidence. **Secret 5: The True Guilt** Benwick's real guilt isn't about the heist—it's about secretly being glad he was expelled. The temple life was suffocating. He loves [[The Silver Threads]] more than he ever loved the priesthood. This terrifies him. --- ## Stat Block Summary ## **Brother Benwick** _Medium humanoid (human), neutral good_ --- **Armor Class** 18 (chain mail, shield) **Hit Points** 59 (9d8 + 18) **Speed** 30 ft. --- |STR|DEX|CON|INT|WIS|CHA| |---|---|---|---|---|---| |14 (+2)|10 (+0)|14 (+2)|12 (+1)|16 (+3)|12 (+1)| --- **Saving Throws** Wis +7, Cha +5 **Skills** Deception +4, Insight +7, Medicine +6, Religion +8, Stealth +5, Persuasion +4 **Tools** thieves’ tools, herbalism kit **Senses** passive Perception 13 **Languages** Common, Celestial, Thieves’ Cant, Elvish **Challenge** 8 (3,900 XP) **Proficiency Bonus** +3 --- ### **Traits** **Sneak Attack (1/Turn).** Benwick deals an extra **3 (1d6)** damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Benwick that isn’t incapacitated and Benwick doesn’t have disadvantage on the attack roll. **Cunning Action.** On each of his turns, Benwick can use a bonus action to take the Dash, Disengage, or Hide action. **Divine Strike (1/Turn).** Once on each of his turns when Benwick hits a creature with a weapon attack, he can deal an extra **4 (1d8)** poison damage. **Blessing of the Trickster.** Benwick can touch one willing creature (other than himself) to give it advantage on Dexterity (Stealth) checks for 1 hour. --- ## **Spellcasting** Benwick is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save **DC 15**, +7 to hit with spell attacks). He requires a holy symbol of [[Perserphina]] as a spellcasting focus. **Cantrips (at will):** _guidance, light, sacred flame, thaumaturgy_ **1st level (4 slots):** _bless, cure wounds, detect magic, healing word, shield of faith_ **2nd level (3 slots):** _aid, lesser restoration, mirror image, pass without trace, spiritual weapon_ **3rd level (3 slots):** _blink, dispel magic, revivify, spirit guardians_ **4th level (1 slot):** _death ward, dimension door, polymorph_ > **Domain Spells (Always Prepared):** _charm person, disguise self, mirror image, pass without trace, blink, dispel magic, polymorph, dimension door_ --- ### **Channel Divinity (2/Short Rest)** **Turn Undead.** As an action, each undead that can see or hear Benwick within 30 feet must make a DC 15 Wisdom saving throw or be turned for 1 minute (or until it takes damage). **Invoke Duplicity.** As an action, Benwick creates a perfect illusion of himself within 30 feet that lasts for 1 minute (concentration). As a bonus action, he can move it up to 30 feet. Benwick can cast spells as though he were in the illusion’s space, and he gains advantage on attack rolls against a creature if both Benwick and the illusion are within 5 feet of it. --- ## **Actions** **Mace +1 (“Mercy”).** _Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ **6 (1d6 + 3)** bludgeoning damage. If Benwick applies **Divine Strike**, the attack deals an extra **4 (1d8)** poison damage. **Sacred Flame.** The target must succeed on a DC 15 Dexterity saving throw or take **9 (2d8)** radiant damage. --- ## **Bonus Actions** **Cunning Action.** Benwick takes the Dash, Disengage, or Hide action. **Spiritual Weapon (if active).** Benwick makes a melee spell attack with his spectral weapon: +7 to hit, reach 5 ft., one target. _Hit:_ **8 (1d8 + 3)** force damage. --- ## **Equipment** Mace +1 (“Mercy”), shield, chain mail (often under robes), holy symbol of [[Perserphina]] (hidden), prayer book (hollowed), thieves’ tools, herbalism kit, healer’s kit, 3 vials of holy water