Anash

Clérica Humana de grande sabedoria, versada nas artes da cura

Description:
AC DESCRIPTION ABILITIES ATTRIBUTES ATTACKS
16 Align Gend STR 9 -1 Speed 30′ Quarterstaff +4 1d8+2 B
Hgt Wgt DEX 15 +2 HD 3d8 Hand Crossbow (30′/120′) +4 1d6+2 P
Size M Age CON 13 +1 Init. +2 Radiant Lance (50′) +6 1d8+4 Rad
HP EXPERIENCE INT 11 0 SENSES
21 Class Cleric Lvl 3 WIS 18 +4
XP 2345 NL 3525 CHA 14 +2
RACE CLASS BACKGROUND SPECIALTY
Human Cleric Priest Healer
Superiority:
You gain a +2 bonus to one ability score of your choice.
You gain a +1 bonus to all other ability scores.
Divine Magic
1 st : 3/day
2 nd : 1/day

Orisons:
You know 1 minor spells.

Channel Divinity:
Heal 1d8+WIS to one creature 30′ of you, 1/day.

Domain: Sun
Minor spell: Radiant Lance
1 st lvl: Searing Light
2 nd lvl: Sunburst

Fire & Radiant resistance.

Spend one use of Channel Divinity to create intense light in 20′ radius, 1d8+WIS Rad. damage, Con halves.
Until the end of your next turn, you glow with bright light in a 20′ sphere that reveals invisible creatures.

Religion:
Skill: Planar Lore +6*

Weapon Proficiency: Basic & simple missile.

Armor Proficiency: Light & Medium

Weapon Attack Bonus: +2

Magic Attack Bonus: +2

Spell DC: 10+WIS
Skills:
Diplomacy +6
Insight +7
Religious Lore +3
Planar Lore +3*

Trait: Temple Services
While near your temple, you can call upon acolytes and priests for assistance.
When you are in a location where your faith is present, you can expect to receive free healing, care, and religious services for yourself and your companions.
Herbalism:
You can spend 1 hour to create up to 3 items:
Antitoxin (25 gp)
Healing Potion (25 gp)
Healer’s Kit (2 gp, 5 sp).

Healer’s Touch:
Your healing effects (spells, special abilities, magic items, potions) are always maximized.
When you take a rest, you can tend to yourself and up to 6 other creatures to maximize the result of the spent HD.
SPELL SLOTS
Magical Atk +6 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th
Save DC 14 3 1
SPELLS KNOWN/PREPARED
MINOR
Detect Magic (20′ cone)
Radiant Lance (50′ attack, 1d8+4 Radiant damage)

1 ST
Turn Undead* (undead creatures within 20′ can’t attack or move closer, Wis negates)
Searing Light* (100′ magical attack, 3d8 Radiant damage (3d12 to undead), half on a miss)
Cure Light Wounds (touch, heals 12)
Spiritual Hammer (50′ magical attack, 1d8 force damage; next turns: when you take an action, you can also move the hammer 20′ and attack again, 1 minute)
Shield of Faith (50′, half-cover: +2 AC, 1 minute)

2 ND
Sunburst* (10′ radius sphere up to 50′ away, lasts one turn, 1d8 Radiant damage & Blind, Con halves)
Consecrate* (20′ radius sphere where you touch, lasts 8 hours, 1d10 holy damage/turn to undeads)
* Always prepared
EQUIPMENT & TREASURE
Scale Armor (AC 14+DEX (max +2) 1
Quarterstaff (1d8 B) 1
Hand Crossbow (1d6 P) 1
Crossbow Bolts 50
Vestments 1
Holly Symbol of Pelor 1
Adventurer’s Kit
backpack, mess Kit, 50 ft. hempen rope, tinderboxe, 10 torches, 6 rations, waterskin
1
Flask of Holly Water 1
Pen & Ink 1
Sheet of Paper 10
Healing Potion (1d8) 2
Antitoxin 1
Healer’s Kit 1
Bio:

Anash

The Caves of Chaos TheDungeoneer Selena