## 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.
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## **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.
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## **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.
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## **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