Pearl of the Moon

Adventure Date: October 1, 2022
Last Updated: January 27, 2023

Campaign: 	The Lost Mine - Chapter 8
class:		Cleric				species:	half=elf		
level:		3				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:	14/19	+2/+4	HP: 	27	Healing HD:	3d8	 inspiration = 
DEX:	12	+1	AC:	19				
CON:	14	+2	= 17    + 2      + 0   + 0    	+ 0 
INT:	 8	-1	  armor + shield + dex + magic 	+ misc
WIS:	16	+3	AC other: 19
CHA:	12	+1					Initiative:	+1.12
			Speed:	30 ft			Proficiency:	+2

====================================================================================
SAVES		Total	= base	+prof	+magic	+misc
STR:		+4	= +4	+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			+6	1d6+4	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
siritual weapon 	+5	1d8+3	force		60	bonus action, mv=20
cure wounds		na	1d8+6	healing		touch	action
healing word		na	1d4+6 	healing		60	bonus action
prayer of healing	na	2d8+7	healing		30	10 minutes


====================================================================================
TOTAL	SKILLS: 	Ability	Mod	Prof	Misc	
+1	acrobatics	DEX	+1			
+3	animal handling	WIS	+3			
-1	arcana		INT	-1			
+6	athletics	STR*	+4	+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-

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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 = 3 x 5 = 15 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 = 3+3 = 6
	+ domain spells = +2 @ level 1 = bless, cure wounds
	+ domain spells = +2 @ level 3 = lesser restoration, spiritual weapon

0: cantrips
- guidance, sacred flame, thaumaturgy

1: slots = 4	remaining = 0
- bless, cure wounds, detect magic, guiding bolt, healing word, shield of faith

2: slots = 2	remaining = 0
- enhance ability, lesser restoration, prayer of healing, spiritual weapon

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 = 285 lbs	push/drag/lift: STR x 30 = 570 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 (1)

WT	Item
---	---------------------
55	Chainmail +1
6	shield	
0	Scuro's Gauntlets of Ogre Power (attuned)
4	mace
5 	light crossbow
2	crossbow bolts = x40
1	holy symbol = Amulet of Selune
0	Potion of Healing = x0
0	Potions of Vitality x1 
0	Vial of Antitoxin = x1 - gain advantage on saves vs poison for 1 hour
0	Vial of Holy Water = x1
0	Scroll - Augury = x1
0	Selune's Warding Bond (platinum ring spell component: matching pair on Coryn) = 50 gp 

	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
0	- game: goblin bone dice
0	- game: red brand knuckle bones

1	pouch 
2	- coins 

==============================================================================
TREASURE		store credit = 424 gp
pp = 		
gp = 	226
sp = 	  7	
cp = 	  5			


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In Storage:
pp = 		
gp = 	
sp = 		
cp = 		



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SPECIAL NOTES: