Player Name | Class | Lvl | Experience | Species | Height | Gender | Background |
---|---|---|---|---|---|---|---|
Cami | Cleric | 3 | 1850 | Aasimar | 5’ | Nonbinary | Hermit |
AC | Initiative | Speed | Size | Alignment |
---|---|---|---|---|
16 | 1 | 30 | Small | Lawful Good |
Max HP | HP | Hit die | Total # HD | Current # HD |
---|---|---|---|---|
24 | 24 | D8 | 3 | 3 |
Downtime | Platinum | Gold | Silver | Copper |
---|---|---|---|---|
0 | 0 | 218 | 0 | 0 |
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
- Snikz Ikot owes a small favor
Stats
ABILITIES | Score | Modifier | Skill | Profficient? | Item/Misc | Modifier |
---|---|---|---|---|---|---|
Proficiency Bonus | 2 | |||||
STRENGTH | 10 | 0 | ||||
Saving Throw | 0 | 0 | 0 | |||
Athletics | 0 | 0 | 0 | |||
DEXTERITY | 13 | 1 | ||||
Saving Throw | 0 | 0 | 1 | |||
Acrobatics | 0 | 0 | 1 | |||
Sleight of hand | 0 | 0 | 1 | |||
Stealth | 0 | 0 | 1 | |||
CONSTITUTION | 15 | 2 | ||||
Saving Throw | 0 | 0 | 2 | |||
INTELLIGENCE | 8 | -1 | ||||
Saving Throw | 0 | 0 | -1 | |||
Arcana | 0 | +3 (WIS) | 2 | |||
History | 0 | +3 (WIS) | 2 | |||
Investigation | 0 | +3 (WIS) | 2 | |||
Nature | 0 | +3 (WIS) | 2 | |||
Religion | 2 | +3 (WIS) | 4 | |||
WISDOM | 17 | 3 | ||||
Saving Throw | 2 | 0 | 5 | |||
Animal Handling | 0 | 0 | 3 | |||
Insight | 2 | 0 | 5 | |||
Medicine | 2 | 0 | 5 | |||
Perception | 0 | 0 | 3 | |||
Survival | 0 | 0 | 3 | |||
CHARISMA | 12 | 1 | ||||
Saving throw | 2 | 0 | 3 | |||
Deception | 0 | 0 | 1 | |||
Intimidation | 0 | 0 | 1 | |||
Performance | 0 | 0 | 1 | |||
Persuasion | 2 | 0 | 3 |
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 0 | Prepared? | Level 3 | Prepared? | Level 6 | Prepared? | Level 9 |
---|---|---|---|---|---|---|---|
Guidance | |||||||
Spare the Dying | |||||||
Sacred Flame | |||||||
Thaumaturgy | |||||||
Light | |||||||
Level 1 | Level 4 | Level 7 | |||||
PERM | Bless | ||||||
PERM | Cure 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 2 | Level 5 | Level 8 | |||||
PERM | Aid | ||||||
PERM | Lesser 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
Level | X | X | X | X |
---|---|---|---|---|
1 | Avail | Avail | Avail | Avail |
2 | Avail | Avail | ||
3 | ||||
4 | ||||
5 | ||||
6 | ||||
7 | ||||
8 | ||||
9 |
Spell Save DC
13
Spell Attack Bonus
5