Adventure Date: May 7, 2022
Last Updated: January 27, 2023
Campaign: The Lost Mine - Chapter 4 class: Cleric species: half=elf level: 2 alignment: chaotic good xp: 0 deity: Selune Background: acolyte Home Region: size: medium age: 22 gender: female height: 5'4" eyes: blue hair: blue skin: white weight: 130 lbs Languages: common, elvish, draconic, goblin, orc hp = HD: ==================================================================================== STR: 14 +2 HP: 17 Healing HD: 2d8 inspiration = DEX: 12 +1 AC: 18 CON: 14 +2 = 16 + 2 + 0 + 0 + 0 INT: 8 -1 armor + shield + dex + magic + misc WIS: 16 +3 AC other: 10 CHA: 12 +1 AC other: 10 Initiative: +1.12 Speed: 30 ft Proficiency: +2 ==================================================================================== SAVES Total = base +prof +magic +misc STR: +2 = +2 +0 DEX: +1 = +1 +0 CON: +2 = +2 +0 INT: -1 = -1 +0 WIS: +5 = +3 +2 CHA: +3 = +1 +2 - You have advantage on saving throws against being charmed, and magic can't put you to sleep. ==================================================================================== Attack Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- mace +4 1d6+2 bludgeon light crossbow +3 1d8+1 piercing 80/320 ammunition, loading, two-handed Spellcasting Attack Damage Type Range Notes ------------ ------ ------ ---- ----- ----- sacred flame DC 13 1d8 radiant 60 action, DEX save guiding bolt +5 5d8 radiant 120 action cure wounds na 1d8+6 healing touch action healing word na 1d4+6 healing 60 bonus action ==================================================================================== TOTAL SKILLS: Ability Mod Prof Misc +1 acrobatics DEX +1 +3 animal handling WIS +3 -1 arcana INT -1 +4 athletics STR* +2 +2 +1 deception CHA +1 -1 history INT -1 +5 insight WIS* +3 +2 +1 intimidation CHA +1 -1 investigation INT -1 +5 medicine WIS* +3 +2 -1 nature INT -1 +5 perception WIS* +3 +2 +1 performance CHA +1 +3 persuasion CHA* +1 +2 +1 religion INT* -1 +2 +1 sleight of hand DEX +1 +1 stealth DEX +1 disadvantage (chainmail) +3 survival WIS +3 tool- ============================================================================= SPECIAL ABILITIES / FEATS Armor: light, medium, heavy, shields Weapons: simple Tools: none HALF-ELF Darkvision. - Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 gray. Fey Ancestry. - You have advantage on saving throws against being charmed, and magic can't put you to sleep. Skill Versatility. - You gain proficiency in two skills of your choice. (athletics, perception) Languages. - You can speak, read, and write Common, Elvish, and one extra language (draconic) ACOLYTE Skill Proficiencies: Insight, Religion Languages: Two of your choice (goblin, orc) CLERIC Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion (Medicine, Persuasion) Disciple of Life - 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 - Turn Undead (PH p59) - action, range 30 ft, undead = WIS save or turned for 1 minute or until takes damage - 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. Channel Divinity - Preserve Life - action, heal hp = cleric level x5 = 10 hp. - choose any creatures within 30 feet of you, and divide those hit points among them. - can restore a creature to no more than half of its hit point maximum. ============================================================================= SPELLS spell casting ability = WIS spell save DC = 13 spell attack bonus = +5 total number of prepared spells = cleric + WIS = 2+3 =5 + domain spells = +2 @ level 1 = bless, cure wounds 0: cantrips - guidance, sacred flame, thaumaturgy 1: slots = 3 remaining = 2 - bless, cure wounds, guiding bolt, healing word, protection from evil and good, shield of faith 2: slots = 0 3: slots = 0 4: slots = 0 5: slots = 0 6: slots = 0 7: slots = 0 8: slots = 0 9: slots = 0 ============================================================================== GEAR Total WT= 73 + 55 + 17 + 3 = 148 lbs load: STR x 15 = 210 lbs push/drag/lift: STR x 30 = 420 lbs DM HOUSE RULE: Potions can be drunk as a bonus action DM HOUSE RULE: characters can attune to number of magic items = 1 + prof = 1 + 2 = 3 WT Item --- --------------------- 55 chainmail 6 shield 4 mace 5 light crossbow 2 crossbow bolts = x40 1 holy symbol = Amulet of Selune 0 Potion of Healing = x1 0 Vial of Antitoxin = x1 - gain advantage on saves vs poison for 1 hour. explorer's pack (10 gp) 5 - backpack 7 - bedroll 1 - mess kit 1 - tinderbox 10 - torches = x10 20 - rations (days) = x10 1 - waterskin 10 - 50 ft hempen rope acolyte equipment 2 - holy symbol - reliquary containing a 3 prayer book with heretical sacred text (a gift to you when you entered the priesthood) 0 - sticks of incense = x5 6 - vestments (fine clothes) 3 - set of common clothes 3 - healer's kit 1 pouch 2 - coins ============================================================================== TREASURE pp = gp = 63 sp = 5 cp = ============================================================================= In Storage: pp = gp = sp = cp = ============================================================================== SPECIAL NOTES: