(Created page with "= Lazarus Akela = {| class="wikitable" |+ Quick Info |- | Class: Cleric || Subclass: Life Domain |- | Race: Aasiamr || Alignment: Chaotic Neutral |- | Background: Acolyte || Game: Peril of the Fire Druid |} == Combat == {| class="wikitable" |+ Quick Combat Info |- | Armor Class (AC): 13 || Initiative Bonus: +0 |- | Max HP: 9 || Speed: 30ft |} {| class="wikitable" |+ Attacks |- ! Name !! Range !! Attack Bonus !! Resources Expended !! Damage !! Notes |- | Mace || M...")
 
 
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|+ Quick Info
|+ Quick Info
|-
|-
| Class: [[Cleric]] || Subclass: Life Domain
| Class: [[Cleric]], Level 4 || Subclass: Life Domain
|-
|-
| Race: Aasiamr || Alignment: Chaotic Neutral
| Race: Aasimar || Alignment: Neutral Good
|-
|-
| Background: Acolyte || Game: Peril of the Fire Druid
| Background: Acolyte || Game: Peril of the Fire Druid
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|+ Quick Combat Info
|+ Quick Combat Info
|-
|-
| Armor Class (AC): 13 || Initiative Bonus: +0
| Armor Class (AC): 13/16 || Initiative Bonus: +0
|-
|-
| Max HP: 9 || Speed: 30ft
| Max HP: 27 || Speed: 35ft
|}
|}


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| Spear, Two-Handed || Melee, Ranged (20/60) || +1 || N/A || 1d8-1 Piercing Damage || N/A
| Spear, Two-Handed || Melee, Ranged (20/60) || +1 || N/A || 1d8-1 Piercing Damage || N/A
|-
|-
| Guiding Bolt || Ranged, 120ft || +6 || Level 1 Spell Slot || 4d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
| Cure Wounds || Touch || N/A || 1st Level Spell Slot || 1d8+8 Healing || N/A
|-
|-
| Inflict Wounds || Melee || +6 || Level 1 Spell Slot || 3d10 Necrotic Damage || N/A
| Cure Wounds, Level 2 || Touch || N/A || 2nd Level Spell Slot || 2d8+9 Healing || N/A
|-
| Healing Word || Ranged, 60ft || N/A || 1st Level Spell Slot || 1d4+8 Healing || N/A
|-
| Healing Word, Level 2 || Ranged, 60ft || N/A || 2nd Level Spell Slot || 2d4+9 Healing || N/A
|-
| Guiding Bolt || Ranged, 120ft || +7 || 1st Level Spell Slot || 4d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
|-
| Guiding Bolt, Level 2 || Ranged, 120ft || +7 || 2n Level Spell Slot || 5d6 Radiant Damage || The next attack roll made against the target before the end of your next turn has advantage.
|-
| Inflict Wounds || Melee || +7 || 1st Level Spell Slot || 3d10 Necrotic Damage || N/A
|-
| Inflict Wounds, Level 2 || Melee || +7 || 2nd Level Spell Slot || 4d10 Necrotic Damage || N/A
|-
| Spiritual Weapon || Created within 60ft, move 20ft and attack as bonus action || +7 || 2nd Level Spell Slot || 1d8+5 Force || N/A
|}
|}


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! Name !! Range !! Save DC !! Resources Expended !! Damage !! Notes
! Name !! Range !! Save DC !! Resources Expended !! Damage !! Notes
|-
|-
| Sacred Flame || 60ft || DC14 || N/A || 1d8 Radiant Damage on failed Save || N/A
| Sacred Flame || 60ft || DC14 Dex || N/A || 1d8 Radiant Damage on failed Save || N/A
|-
|-
| Command || 60ft || DC13 || Level 1 Spell Slot || N/A || You give a one word command for a creature to follow to the best of its ability if it fails the Save.
| Zone of Truth || 60ft, 15ft Radius Sphere || DC15 Cha || 2nd Level Spell Slot || N/A || If a creature fails, they can't tell a deliberate lie, you know if a creature succeeds or fails.
|}
|}


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| Strength: -1 (9) || Dexterity: 0 (10) || Constitution: +1 (13)
| Strength: -1 (9) || Dexterity: 0 (10) || Constitution: +1 (13)
|-
|-
| Intelligence: +3 (16) || Wisdom: +4 (19) || Charisma: +5 (20)
| Intelligence: +3 (17) || Wisdom: +5 (20) || Charisma: +5 (20)
|}
|}


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| Intelligence (+3) || No || +3
| Intelligence (+3) || No || +3
|-
|-
| Wisdom (+4) || Yes (+2) || +6
| Wisdom (+5) || Yes (+2) || +7
|-
|-
| Charisma (+5) || Yes (+2) || +7
| Charisma (+5) || Yes (+2) || +7
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| Acrobatics || Dexterity (0) || No || +0
| Acrobatics || Dexterity (0) || No || +0
|-
|-
| Animal Handling || Wisdom (+4) || No || +4
| Animal Handling || Wisdom (+5) || No || +5
|-
|-
| Arcana || Intelligence (+3) || No || +3
| Arcana || Intelligence (+3) || No || +3
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| History || Intelligence (+3) || No || +3
| History || Intelligence (+3) || No || +3
|-
|-
| Insight || Wisdom (+4) || Yes (+2) || +6
| Insight || Wisdom (+5) || Yes (+2) || +7
|-
|-
| Intimidation || Charisma (+5) || No || +5
| Intimidation || Charisma (+5) || No || +5
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| Investigation || Intelligence (+3) || No || +0
| Investigation || Intelligence (+3) || No || +0
|-
|-
| Medicine || Wisdom (+4) || No || +4
| Medicine || Wisdom (+5) || No || +5
|-
|-
| Nature || Intelligence (+3) || No || +3
| Nature || Intelligence (+3) || No || +3
|-
|-
| Perception || Wisdom (+4) || Yes (+2) || +6
| Perception || Wisdom (+5) || Yes (+2) || +7
|-
|-
| Performance || Charisma (+5) || No || +5
| Performance || Charisma (+5) || No || +5
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| Stealth || Dexterity (0) || No || +0
| Stealth || Dexterity (0) || No || +0
|-
|-
| Survival || Wisdom (+4) || No || +4
| Survival || Wisdom (+5) || No || +5
|}
|}


=== Proficiencies ===
=== Proficiencies ===


'''Languages.''' Common, High-Speech, Kethie, One Other
'''Languages.''' Common, High-Speech, Kethie, Dwarvish
<br>
<br>
'''Armor.''' Light Armor, Medium Armor, Heavy Armor Shields
'''Armor.''' Light Armor, Medium Armor, Heavy Armor Shields
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== Features ==
== Features ==
=== Cleric Features ===
'''Channel Divinity.''' At 2nd level, you gain the ability to harness the power of Bahumat, twice per long rest. When you use Channel Divinity, you choose which effect to use out of the options below. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC (14).
:'''Turn Undead and Aberrations.''' As an action, you present your holy symbol and speak a prayer censuring the undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
:'''Harness Divine Power.''' As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st level spell slot.
:'''Preserve Life.''' As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level (15). Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.


=== Life Domain Features ===
=== Life Domain Features ===
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'''Celestial Resistance.''' You have resistance to Necrotic Damage and Radiant damage.
'''Celestial Resistance.''' You have resistance to Necrotic Damage and Radiant damage.


'''Healing Hands.''' As an action, you can touch a creature and cause it to regain a number of hit points equal to your level (1). Once you use this trait, you can’t use it again until you finish a long rest.
'''Healing Hands.''' As an action, you can touch a creature and cause it to regain a number of hit points equal to your level (4). Once you use this trait, you can’t use it again until you finish a long rest.


=== Acolyte Features ===
=== Acolyte Features ===
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== Spells ==
== Spells ==
2 Level 1 Spell Slots
4 Level 1 Spell Slots
3 Level 2 Spell Slots


=== Cantrips ===
=== Cantrips ===
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You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.


If you target an object held or worn by a hostile creature, you must make a melee spell attack (+6) against that creature, casting the spell on a successful attack.
If you target an object held or worn by a hostile creature, you must make a melee spell attack (+7) against that creature, casting the spell on a successful attack.




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| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS
|}
|}
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC14 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC15 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.




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{| class="wikitable"
{| class="wikitable"
|+ Command
|+ Create or Destroy Water
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: 60ft || Duration: 1 Round || Components: V
| Range: 30ft || Duration: 1 Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)
|}
|}
You speak a one-word command to a creature you can see within range. The target must succeed on a DC14 Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
You either create or destroy water.
 
:'''Create Water.''' You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
:'''Destroy Water.''' You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
:'''Approach.''' The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
:'''Drop.''' The target drops whatever it is holding and then ends its turn.
:'''Flee.''' The target spends its turn moving away from you by the fastest available means.
:'''Grovel.''' The target falls prone and then ends its turn.
:'''Halt.''' The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
:'''Silence.''' The target stops speaking for the duration of the spell.
:'''Speak.''' The target speaks for the duration of the spell.




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| Range: Touch || Duration: 1 Instant || Components: VS
| Range: Touch || Duration: 1 Instant || Components: VS
|}
|}
A creature you touch regains a number of hit points equal to 1d8+7. This spell has no effect on Undead or constructs.
A creature you touch regains a number of hit points equal to 1d8+8. This spell has no effect on Undead or constructs.




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| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS
|}
|}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+6) against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+7) against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.




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| Range: 60ft || Duration: Instant || Components: V
| Range: 60ft || Duration: Instant || Components: V
|}
|}
A creature of your choice that you can see within range regains hit points equal to 1d4+7. This spell has no effect on Undead or Constructs.
A creature of your choice that you can see within range regains hit points equal to 1d4+8. This spell has no effect on Undead or Constructs.




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| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS
|}
|}
Make a melee spell attack (+6) against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Make a melee spell attack (+7) against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.




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|}
|}
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
=== Level 2 ===
{| class="wikitable"
|+ Bless, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water)
|}
You bless up to four creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
{| class="wikitable"
|+ Create or Destroy Water, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 30ft || Duration: 1 Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)
|}
You either create or destroy water.
:'''Create Water.''' You create up to 20 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 35-foot cube within range, extinguishing exposed flames in the area.
:'''Destroy Water.''' You destroy up to 20 gallons of water in an open container within range. Alternatively, you destroy fog in a 35-foot cube within range.
{| class="wikitable"
|+ Cure Wounds, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: 1 Instant || Components: VS
|}
A creature you touch regains a number of hit points equal to 2d8+8. This spell has no effect on Undead or constructs.
{| class="wikitable"
|+ Guiding Bolt, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Round || Components: VS
|}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+6) against the target. On a hit, the target takes 5d6 Radiant Damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
{| class="wikitable"
|+ Healing Word, Level 2
|-
| Level: 2 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: V
|}
A creature of your choice that you can see within range regains hit points equal to 2d4+8. This spell has no effect on Undead or Constructs.
{| class="wikitable"
|+ Inflict Wounds, Level 2
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant || Components: VS
|}
Make a melee spell attack (+6) against a creature you can reach. On a hit, the target takes 4d10 necrotic damage.
{| class="wikitable"
|+ Lesser Restoration
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
{| class="wikitable"
|+ Locate Object
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
|}
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.<br>
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.<br>
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
{| class="wikitable"
|+ Prayer of Healing
|-
| Level: 2 || Casting Time: 10 Minutes || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: V
|}
Choose up to six creatures within 30ft of you that you can see. Roll 2d8+9, each creatures you chose regains that much health. This spell has no effect on undead or constructs.
{| class="wikitable"
|+ Spiritual Weapon
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: 60ft || Duration: 1 Minute || Components: VS
|}
You create a floating weapon within 60ft. When you cast this spell, make a Melee Spell Attack against a creature within 5ft of the weapon. On a hit the target takes 1d8+4 Force Damage. As a Bonus Action, you can move the weapon up to 20ft and repeat the attack against a creature within 5ft of it.
{| class="wikitable"
|+ Warding Bond
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration)
|}
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.<br>
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
{| class="wikitable"
|+ Zone of Truth
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
|}
You create a 15ft radius sphere on a point within 60ft of you. All creatures in the sphere must make a DC14 Charisma Saving Throw. If they fail, a creature cannot speak a deliberate lie while in the Zone of Truth. You know whether each creature succeeds or fails its Save. Affected creatures are aware of the spell.
== Magic Items ==
=== Uncommon ===
==== Titan Cricket Greaves ====
''Wondrous item, Uncommon''
These unusual leg braces are crafted from the legs of a giant cricket. While wearing the braces, your long jump is up to 25 feet and your high jump is up to 15 feet, unless it's already higher, with or without a running start. Further, your walking speed increases by 5 feet.<br>
In addition, you can use an action to rub your legs together while wearing the braces to create the signature sound of one or many crickets. The sound can be as quiet as a whisper or as loud as a scream
=== Rare ===
==== Aegis of Radiance ====
''Shield, Rare''<br>
This shield emits a faint, holy glow when wielded and recognizes your devotion to a higher power. When you attune to this shield, the emblem adorning its face changes to one that represents your chosen diety, allowing you to use the shield as a holy symbol. You gain a +1 bonus to your AC while wielding this shield in addition to the shield's normal bonus to AC.<br>
While wielding the shield, you can speak its command word as a Bonus Action to cause it to to shatter into countless fragments of pure light. The pieces of light protect you as if you were wielding the shield, leaving your hands free. The light surrounds you for 1 minute, until you dismiss the effect as a bonus action, or until you fall unconscious or die, at which point the shield rematerializes on the ground at your feet or into your hand if you have one free. If your holy symbol is emblazoned or attached to the shield, it floats prominently amidst the shards of light and continues to function as a spellcasting focus. Undead and Aberrations have disadvantage on attack rolls made against you while you're surrounded by the light in this way. The surrounding shards of light cast bright light in a 20 foot radius and dim light for another 20 feet. Once this property of the shield has been used, it can't be used again until the following dawn.

Latest revision as of 15:43, 27 September 2022

Lazarus Akela

Quick Info
Class: Cleric, Level 4 Subclass: Life Domain
Race: Aasimar Alignment: Neutral Good
Background: Acolyte Game: Peril of the Fire Druid

Combat

Quick Combat Info
Armor Class (AC): 13/16 Initiative Bonus: +0
Max HP: 27 Speed: 35ft
Attacks
Name Range Attack Bonus Resources Expended Damage Notes
Mace Melee +1 N/A 1d6-1 Bludgeoning Damage N/A
Spear, One-Handed Melee, Ranged (20/60) +1 N/A 1d6-1 Piercing Damage N/A
Spear, Two-Handed Melee, Ranged (20/60) +1 N/A 1d8-1 Piercing Damage N/A
Cure Wounds Touch N/A 1st Level Spell Slot 1d8+8 Healing N/A
Cure Wounds, Level 2 Touch N/A 2nd Level Spell Slot 2d8+9 Healing N/A
Healing Word Ranged, 60ft N/A 1st Level Spell Slot 1d4+8 Healing N/A
Healing Word, Level 2 Ranged, 60ft N/A 2nd Level Spell Slot 2d4+9 Healing N/A
Guiding Bolt Ranged, 120ft +7 1st Level Spell Slot 4d6 Radiant Damage The next attack roll made against the target before the end of your next turn has advantage.
Guiding Bolt, Level 2 Ranged, 120ft +7 2n Level Spell Slot 5d6 Radiant Damage The next attack roll made against the target before the end of your next turn has advantage.
Inflict Wounds Melee +7 1st Level Spell Slot 3d10 Necrotic Damage N/A
Inflict Wounds, Level 2 Melee +7 2nd Level Spell Slot 4d10 Necrotic Damage N/A
Spiritual Weapon Created within 60ft, move 20ft and attack as bonus action +7 2nd Level Spell Slot 1d8+5 Force N/A
Other
Name Range Save DC Resources Expended Damage Notes
Sacred Flame 60ft DC14 Dex N/A 1d8 Radiant Damage on failed Save N/A
Zone of Truth 60ft, 15ft Radius Sphere DC15 Cha 2nd Level Spell Slot N/A If a creature fails, they can't tell a deliberate lie, you know if a creature succeeds or fails.

Stats

Ability Scores
Strength: -1 (9) Dexterity: 0 (10) Constitution: +1 (13)
Intelligence: +3 (17) Wisdom: +5 (20) Charisma: +5 (20)
Saving Throws
Ability Score Proficiency Total Bonus
Strength (-1) No -1
Dexterity (0) No +0
Constitution (+1) No +1
Intelligence (+3) No +3
Wisdom (+5) Yes (+2) +7
Charisma (+5) Yes (+2) +7
Skills
Skill Ability Score Proficiency Total Bonus
Acrobatics Dexterity (0) No +0
Animal Handling Wisdom (+5) No +5
Arcana Intelligence (+3) No +3
Athletics Strength (-1) No -1
Deception Charisma (+5) No +5
History Intelligence (+3) No +3
Insight Wisdom (+5) Yes (+2) +7
Intimidation Charisma (+5) No +5
Investigation Intelligence (+3) No +0
Medicine Wisdom (+5) No +5
Nature Intelligence (+3) No +3
Perception Wisdom (+5) Yes (+2) +7
Performance Charisma (+5) No +5
Persuasion Charisma (+5) Yes (+2) +7
Religion Intelligence (+3) Yes (+2) +5
Sleight of Hand Dexterity (0) No +0
Stealth Dexterity (0) No +0
Survival Wisdom (+5) No +5

Proficiencies

Languages. Common, High-Speech, Kethie, Dwarvish
Armor. Light Armor, Medium Armor, Heavy Armor Shields
Weapons. Simple Weapons

Features

Cleric Features

Channel Divinity. At 2nd level, you gain the ability to harness the power of Bahumat, twice per long rest. When you use Channel Divinity, you choose which effect to use out of the options below. If a Channel Divinity option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC (14).

Turn Undead and Aberrations. As an action, you present your holy symbol and speak a prayer censuring the undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Harness Divine Power. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st level spell slot.
Preserve Life. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level (15). Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an Undead or a Construct.

Life Domain Features

Disciple of Life. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Aasimar Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey and gold.

Celestial Resistance. You have resistance to Necrotic Damage and Radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level (4). Once you use this trait, you can’t use it again until you finish a long rest.

Acolyte Features

Shelter of the Faithful. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your faith. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) with a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. You also have lesser magical power, you know the Thaumaturgy cantrip and use Wisdom as your spellcasting modifier.


Spells

4 Level 1 Spell Slots 3 Level 2 Spell Slots

Cantrips

Light
Level: Cantrip Casting Time: 1 Bonus Action Evocation
Range: Touch Duration: 1 Hour Components: VSM (a firefly or phosphorescent moss)

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.

If you target an object held or worn by a hostile creature, you must make a melee spell attack (+7) against that creature, casting the spell on a successful attack.


Mending
Level: Cantrip Casting Time: 1 Minute Transmutation
Range: Touch Duration: Instant Components: VSM (two lodestones)

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


Sacred Flame
Level: Cantrip Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant Components: VS

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DC15 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.


Spare the Dying
Level: Cantrip Casting Time: 1 Action Necromancy
Range: Touch Duration: Instant Components: VS

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on Undead or Constructs.


Thaumaturgy
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 30ft Duration: Instant Components: VS

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


Level 1

Bless
Level: 1 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 10 Minutes (Concentration) Components: VSM (a sprinkling of holy water)

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.


Create or Destroy Water
Level: 1 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Instant Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.


Cure Wounds
Level: 1 Casting Time: 1 Action Necromancy
Range: Touch Duration: 1 Instant Components: VS

A creature you touch regains a number of hit points equal to 1d8+8. This spell has no effect on Undead or constructs.


Guiding Bolt
Level: 1 Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Round Components: VS

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+7) against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.


Healing Word
Level: 1 Casting Time: 1 Bonus Action Necromancy
Range: 60ft Duration: Instant Components: V

A creature of your choice that you can see within range regains hit points equal to 1d4+8. This spell has no effect on Undead or Constructs.


Inflict Wounds
Level: 1 Casting Time: 1 Action Necromancy
Range: Touch Duration: Instant Components: VS

Make a melee spell attack (+7) against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.


Shield of Faith
Level: 1 Casting Time: 1 Bonus Action Abjuration
Range: 60ft Duration: 10 Minutes (Concentration) Components: VSM (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Level 2

Bless, Level 2
Level: 2 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 10 Minutes (Concentration) Components: VSM (a sprinkling of holy water)

You bless up to four creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.


Create or Destroy Water, Level 2
Level: 2 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Instant Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)

You either create or destroy water.

Create Water. You create up to 20 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 35-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 20 gallons of water in an open container within range. Alternatively, you destroy fog in a 35-foot cube within range.


Cure Wounds, Level 2
Level: 2 Casting Time: 1 Action Necromancy
Range: Touch Duration: 1 Instant Components: VS

A creature you touch regains a number of hit points equal to 2d8+8. This spell has no effect on Undead or constructs.


Guiding Bolt, Level 2
Level: 2 Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Round Components: VS

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack (+6) against the target. On a hit, the target takes 5d6 Radiant Damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.


Healing Word, Level 2
Level: 2 Casting Time: 1 Bonus Action Necromancy
Range: 60ft Duration: Instant Components: V

A creature of your choice that you can see within range regains hit points equal to 2d4+8. This spell has no effect on Undead or Constructs.


Inflict Wounds, Level 2
Level: 2 Casting Time: 1 Action Necromancy
Range: Touch Duration: Instant Components: VS

Make a melee spell attack (+6) against a creature you can reach. On a hit, the target takes 4d10 necrotic damage.


Lesser Restoration
Level: 2 Casting Time: 1 Action Abjuration
Range: Touch Duration: Instant Components: VS

You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.


Locate Object
Level: 2 Casting Time: 1 Action Divination
Range: Self Duration: 10 Minutes (Concentration) Components: VSM (a forked twig)

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.


Prayer of Healing
Level: 2 Casting Time: 10 Minutes Necromancy
Range: 30ft Duration: Instant Components: V

Choose up to six creatures within 30ft of you that you can see. Roll 2d8+9, each creatures you chose regains that much health. This spell has no effect on undead or constructs.


Spiritual Weapon
Level: 2 Casting Time: 1 Bonus Action Evocation
Range: 60ft Duration: 1 Minute Components: VS

You create a floating weapon within 60ft. When you cast this spell, make a Melee Spell Attack against a creature within 5ft of the weapon. On a hit the target takes 1d8+4 Force Damage. As a Bonus Action, you can move the weapon up to 20ft and repeat the attack against a creature within 5ft of it.


Warding Bond
Level: 2 Casting Time: 1 Action Abjuration
Range: Touch Duration: 1 Hour Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration)

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.


Zone of Truth
Level: 2 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 10 Minutes Components: VS

You create a 15ft radius sphere on a point within 60ft of you. All creatures in the sphere must make a DC14 Charisma Saving Throw. If they fail, a creature cannot speak a deliberate lie while in the Zone of Truth. You know whether each creature succeeds or fails its Save. Affected creatures are aware of the spell.

Magic Items

Uncommon

Titan Cricket Greaves

Wondrous item, Uncommon These unusual leg braces are crafted from the legs of a giant cricket. While wearing the braces, your long jump is up to 25 feet and your high jump is up to 15 feet, unless it's already higher, with or without a running start. Further, your walking speed increases by 5 feet.
In addition, you can use an action to rub your legs together while wearing the braces to create the signature sound of one or many crickets. The sound can be as quiet as a whisper or as loud as a scream

Rare

Aegis of Radiance

Shield, Rare
This shield emits a faint, holy glow when wielded and recognizes your devotion to a higher power. When you attune to this shield, the emblem adorning its face changes to one that represents your chosen diety, allowing you to use the shield as a holy symbol. You gain a +1 bonus to your AC while wielding this shield in addition to the shield's normal bonus to AC.
While wielding the shield, you can speak its command word as a Bonus Action to cause it to to shatter into countless fragments of pure light. The pieces of light protect you as if you were wielding the shield, leaving your hands free. The light surrounds you for 1 minute, until you dismiss the effect as a bonus action, or until you fall unconscious or die, at which point the shield rematerializes on the ground at your feet or into your hand if you have one free. If your holy symbol is emblazoned or attached to the shield, it floats prominently amidst the shards of light and continues to function as a spellcasting focus. Undead and Aberrations have disadvantage on attack rolls made against you while you're surrounded by the light in this way. The surrounding shards of light cast bright light in a 20 foot radius and dim light for another 20 feet. Once this property of the shield has been used, it can't be used again until the following dawn.