Human Cleric (Level 3)
Description[]
Sex: Male
Alignment: Lawful Good
Height: 5'10"
Eyes: Blue
Hair: Brown
Worships: Lightbringer (LG Deity of the Sun)
Background: Priest
Attributes[]
Strength: 14 (+2)
Dexterity: 13 (+1)
Constitution: 15 (+2)
Intelligence: 9 (-1)
Wisdom: 18 (+4)
Charisma: 11 (+0)
Stats[]
HP: 24
AC: 17
Initiative: +1
Speed: 25ft
Magic Attack bonus: +5
Hit Dice: 3d8
Languages: Common
Number of prepared spells: 4
Class Attributes[]
Disciple of the Sun: When a creature makes a melee attack against you, you can cast Lance of Faith against the attacker as a reaction. You can also use Lance of Faith as an opportunity attack.
Domain Spell: You always have the command spell prepared.
Battlefield Concentration: Taking damage does not break your concentration.
Rituals: You can cast any spell as a ritual, if that spell has a ritual version.
Channel Divinity: As an action, you can expend one of your uses of channel divinity to channel positive energy. When you do so, each undead creature within 30 feet of you that has 2 hit points or fewer is destroyed.
Each remaining undead creature within 30 feet of you that has 10 hit points or fewer is turned. A turned creature is affected for 1 minute or until it takes damage from an attack or a spell. It must spend its turns trying to get as far away from you as it can. It cannot willingly move within 30 feet of you, unless it has nowhere else to move, it cannot take reactions, and it can use its actions only to hustle or to try to escape from effects that prevent it from moving.
Alternatively, when you channel positive energy, you can choose a living creature within 30 feet of you. That creature regains 2d8 hit points.
Feats & Skills[]
Feats:[]
- Healing Initiate - Have learnt Cure Minor Wounds and Resistance cantrips.
- Magical Rejuvenation - Once per day, you can cast Cure Light Wounds or Lesser Restoration.
Skills (1d6):[]
- Knowledge: Forbidden Lore
- Knowledge: Nature
- Knowledge: Religion
- Persuade
- Sense Motive
Attacks[]
Lance of Faith [Range 50'] (2d6 Radiant Damage)
Mace +2 (1d6+2 Bludgeoning Damage)
Shield +2 (1d4+2 Bludgeoning Damage)
Spells (DC15)[]
Clerics do not need to learn new spells, they choose which spells to prepare each day. Below are prepared spells.
Feats (1 per day)[]
- Cure Light Wounds
- Lesser Restoration
Class (2 per day)[]
- Channel Divinity
Cantrips[]
- Lance of Faith
- Light
- Cure Minor Wounds (WoP)
- Resistance
Level 1 (3 per Day)[]
- Command*
- Bless
- Cure Light Wounds
Level 2 (1 per Day)[]
- Spiritual Weapon*
- Aid
- Cure Moderate Wounds
Equipment[]
Scale mail armor, shield, priest vestments, mace (+1), holy symbol, healer’s kit, tome of sacred writings, one flask of holy water, ink, ink pen, ten sheets of paper, camp fire bead, silver earings, 10 foot pole, cure light wounds wand (10 per day), 742 gp (party gold). Inventory: red flowers Water from well in town jelly beans ring of protection +1
Background[]
TBA