level 2 Human cleric of selune (life domain)
Algernon of Amn
STATS
Hit Points 19
Armor Class 18 (chainmail, shield)
STR 14 (+2)
DEX 8 (-1)
CON 16 (+3)
INT 8 (-1)
WIS 16 (+3)
CHA 10 (+0)
Saving Throws: WIS +5, CHA +2
features
Spellcasting
Wisdom is your Spellcasting Ability for your Cleric Spells. The power of your Spells comes from your devotion to your deity. You use your Wisdom whenever a Cleric spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric spell you cast and when Making an Attack roll with one.
Life Domain
The Life Domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through Healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.
Disciple of Life
Also starting at 1st level, your Healing Spells are more effective. 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.
Channel Divinity: Life Domain
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.
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.
Channel Divinity: Turn Undead
As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead 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.
PROFICIENCIES (+2)
Skills:
Insight +5
Medicine +5
Perception +5
Persuasion +2
Religion +5
Proficiencies: Simple weapons, light and medium armor, shields, heavy armor
Languages
Common, Abyssal, Celestial, Infernal
RACIAL TRAITS
Ability Score Increase
Wisdom and Constitution
Pereception (Human Skill)
You gain proficiency in one skill of your choice: Perception
War Caster (Human Feat)
You gain one feat of your choice:
OTHER ACTIONS
Attacks
Warhammer +4 vs. AC, 1d8+2 bludgeoning damage
Light Crossbow +1 vs. AC, 1d6-1 piercing damage
Spells
Sacred Flame (60ft), DC 13 DEX save, 1d8 radiant damage
Word of Radiance (5ft burst), DC 13 CON save, 1d6 radiant damage
Healing Word (bonus), 1d4+6 healing
Shield of Faith (bonus, concentration), +2 AC within 60 ft
INVENTORY
Wealth
10 gp
Equipment
Equipment
warhammer, chain mail, light crossbow and 20 bolts, priest's pack, reliquary, shield, prayer book, 5 sticks of incense, vestments, common clothes, belt pouch, holy amulet
BACKGROUND
Profession
Acolyte
Backstory
The group’s healer from the Esterlands, a disciple of the Moon goddess Selune. Each night Algernon dreams of a shrine said to rest in Phandalin.
spellbook
Spell DC 13
Spell Attack +5
Cantrips: unlimited
1st Level: 3 slots
Spells Known
Cantrips (at-will): guidance, sacred flame, word of radiance
Prepared 1st level spells: Bless, healing word, sanctuary, shield of faith
cantrips
Guidance
Casting Time: 1 action / Range: 30 feet / Duration: 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Sacred Flame
Casting Time: 1 action / Range: 10 feet / Duration: 1 hour
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Word of Radiance
Casting Time: 1 action / Range: 120 feet / Duration: instant
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1st level spells (3 Slots, Prepared)
*Bless (concentration)
Casting Time: 1 action / Range: 30ft / Duration: Up to 1 min.
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.
*Healing Word
Casting Time: 1 reaction / Range: 60 ft / Duration: instant
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
*Sanctuary
Casting Time: bonus action / Range: 30 ft / Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
*Shield of Faith (concentration)
Casting Time: 1 action / Range: 120 ft / Duration: instant
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
All 1st level spells
(*Prepared)
Bane
*Bless
Ceremony
Command
Create or Destroy Water
Cure Wounds
Detect Good and Evil
Detect Magic
Detect Poison and Disease
Guiding Bolt
*Healing Word
Inflict Wounds
Protection from Good and Evil
Purify Food and Drink
*Sanctuary
*Shield of Faith