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

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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