Player NameClassLvlExperienceSpeciesHeightGenderBackground
CamiCleric31850Aasimar5’NonbinaryHermit
ACInitiativeSpeedSizeAlignment
16130SmallLawful Good
Max HPHPHit dieTotal # HDCurrent # HD
2424D833
DowntimePlatinumGoldSilverCopper
0021800

DESCRIPTION

Traits

  • I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.

Ideals

  • My gifts are meant to be shared with all, not used for my own benefit.,

Bonds

  • I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.,

Flaws & Struggles

  • Now that I’ve returned to the world, I enjoy its delights a little too much.

Goals & Motivations

  • Creating a temple of healing in worship of Vordekael

Factions

Allied

Friendly

Disliked

Hated

Favors

Stats


ABILITIESScoreModifierSkillProfficient?Item/MiscModifier
Proficiency Bonus2
STRENGTH100
Saving Throw000
Athletics000
DEXTERITY131
Saving Throw001
Acrobatics001
Sleight of hand001
Stealth001
CONSTITUTION152
Saving Throw002
INTELLIGENCE8-1
Saving Throw00-1
Arcana0+3 (WIS)2
History0+3 (WIS)2
Investigation0+3 (WIS)2
Nature0+3 (WIS)2
Religion2+3 (WIS)4
WISDOM173
Saving Throw205
Animal Handling003
Insight205
Medicine205
Perception003
Survival003
CHARISMA121
Saving throw203
Deception001
Intimidation001
Performance001
Persuasion203

Equipment

  • Priest’s Pack
  • Shield
  • Emblem
  • 2 Healer’s Kit
  • Herbalism Kit
  • Mace
  • Commoners Clothing (Toga & Sandals)
  • Chain Shirt
  • Herbs (Antitoxins)

Proficiencies / Skills

Language

  • Common
  • Common Sign Language
  • Elvish

Armor

  • Light Armor
  • Medium Armor
  • Shields

Weapons

  • Simple Weapons

Tools

  • Herbalism Kit

Features and Traits

Healer (Hermit)

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus. 

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Celestial Resistance (Aasimar)

You have Resistance to Necrotic damage and Radiant damage.

Darkvision (Aasimar)

You have Darkvision with a range of 60 feet (12 squares).

Healing Hands (Aasimar)

As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Light Bearer (Aasimar)

You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation (Aasimar)

When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest.

Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance.

Here are the transformation options:

Heavenly Wings. Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.

Inner Radiance. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.

Necrotic Shroud. Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Level 1 Cleric: Divine Order

Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana and Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). (This is factored into the table above)

Level 2 Cleric: Channel Divinity

You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 3 Life Cleric: Disciple of Life

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Level 3 Life Cleric: Preserve Life

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.

Treasure

A crystal doorknob

Spells Known

Prepare max 6 spells at 3rd level

Prepared?Level 0Prepared?Level 3Prepared?Level 6Prepared?Level 9
Guidance
Spare the Dying
Sacred Flame
Thaumaturgy
Light
Level 1Level 4Level 7
PERMBless
PERMCure Wounds
Bane
Command
Create or Destroy Water
Detect Good and Evil
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
Level 2Level 5Level 8
PERMAid
PERMLesser Restoration
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Locate Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth

Spell Slots

LevelXXXX
1AvailAvailAvailAvail
2AvailAvail
3
4
5
6
7
8
9

Spell Save DC

13

Spell Attack Bonus

5

ADDITIONAL CHARACTER NOTES