Lazarus Akela
Lazarus Akela
Class: Cleric, Level 3 | Subclass: Life Domain |
Race: Aasimar | Alignment: Neutral Good |
Background: Acolyte | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 13 | Initiative Bonus: +0 |
Max HP: 21 | Speed: 30ft |
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 |
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. |
Inflict Wounds | Melee | +6 | Level 1 Spell Slot | 3d10 Necrotic Damage | N/A |
Name | Range | Save DC | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Sacred Flame | 60ft | DC14 | 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. |
Stats
Strength: -1 (9) | Dexterity: 0 (10) | Constitution: +1 (13) |
Intelligence: +3 (16) | Wisdom: +4 (19) | Charisma: +5 (20) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (-1) | No | -1 |
Dexterity (0) | No | +0 |
Constitution (+1) | No | +1 |
Intelligence (+3) | No | +3 |
Wisdom (+4) | Yes (+2) | +6 |
Charisma (+5) | Yes (+2) | +7 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (0) | No | +0 |
Animal Handling | Wisdom (+4) | No | +4 |
Arcana | Intelligence (+3) | No | +3 |
Athletics | Strength (-1) | No | -1 |
Deception | Charisma (+5) | No | +5 |
History | Intelligence (+3) | No | +3 |
Insight | Wisdom (+4) | Yes (+2) | +6 |
Intimidation | Charisma (+5) | No | +5 |
Investigation | Intelligence (+3) | No | +0 |
Medicine | Wisdom (+4) | No | +4 |
Nature | Intelligence (+3) | No | +3 |
Perception | Wisdom (+4) | Yes (+2) | +6 |
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 (+4) | No | +4 |
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 (3). 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 2 Level 2 Spell Slots
Cantrips
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 (+6) against that creature, casting the spell on a successful attack.
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.
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 DC14 Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
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.
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
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.
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: 1 Round | Components: V |
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.
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.
- 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.
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+7. This spell has no effect on Undead or constructs.
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 (+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.
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+7. This spell has no effect on Undead or Constructs.
Level: 1 | 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 3d10 necrotic damage.
Level: 1 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 10 Minutes (Concentration) | Components: VSM (holy water or powdered silver and iron, which the spell consumes) |
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, elementals, fey, highlings, and undead.
Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
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.