Human Tempest Cleric
16/12/14/12/20/7
Feat: Resilient (Con)
HP 38, AC 18
Combat:
Maul +6 (2d6+3 B)
Mace +6 (1d6+3 B)
Light Crossbow +4 (1d8+1 P)
-20 bolts
Dagger +6 (1d4+3 P)
Saves:
Str +3
Dex +1
Con +4
Int +1
Wis +7
Cha +0
Skills:
Athletics +6
Perception +8
Religion +4
Insight +8
Survival +8
Tools:
Navigator's Tools
Vehicles (water)
Languages: Common, Primordial
Equipment:
Mace
Maul
Light Crossbow (20 bolts)
+1 Shield
+1 Full Plate
Holy Symbol amulet
300 gp in diamonds
Backpack: Belaying pin, silk rope (50 ft.), navigator's tools, fulgurite on a leather thong, common clothes, 1 day rations, 1 torch, waterskin, Potion of Extra Healing, Potion of Invisibility, Potion of Fire Resist, 49.9 gp
Donkey: saddlebags, bedroll, mess kit, tinderbox x2, 9 torches, 10 days rations, 50 feet hemp rope, blanket, crowbar, shovel, soap x5, tent, 9 days feed, 10 candles, alms box, 2 blocks incense, censer, vestments, spare waterskin
Cantrips:
Sacred Flame (Dex save, 2d8 radiant, no cover)
Thaumaturgy (V only)
Guidance (Conc. 1 min, +1d4 to one skill check)
Spare the Dying
Spells (DC 16):
1 (4/4):
Fog Cloud (Conc. 1 hr, 120 ft., 20+20/SL ft. radius cloud of fog)
Thunderwave (15 ft. cube centered on me, 2d8+1d8/SL thunder and pushed 10 feet away, Con for half & no push)
Guiding Bolt (120 ft. attack, 4d6+1d6/SL radiant, next attack has advantage)
Healing Word (Bonus, V only, 60 ft, 1d4+Wis+1d4/SL healing)
Cure Wounds (touch, 1d8+Wis+1d8/SL healing)
Create or Destroy Water (30 ft., create/destroy 10+10/SL gallons in container, or create rain/destroy fog in 30+5/SL ft. cube)
Bless (Conc. 1 min, 30 ft., +1d4 to saves & skills on 3+1/SL allies)
Detect Poison and Disease (Ritual, Conc. 10 min., detect and identify poison, disease, & poisonous creatures in 30 feet. Stopped by 3 feet wood/dirt, 1 foot stone, 1 inch metal, thin sheet of lead.)
2 (3/3):
Lesser Restoration (touch, cure blind, deaf, paralyzed, poisoned)
Gust of Wind (60 ft. line, 10 ft wide, conc. up to 1 minute. Double movement to move upstream and Str save or pushed back 15 feet if starting turn within. Extinguishes flames (50% if protected), disperses vapors. Bonus action to change directions.)
Shatter (60 feet, 10 ft. radius sphere. 3d8+1d8/SL thunder damage to creatures and object in sphere, Con save for half. Disadvantage for crystal, stone, or metal creatures.)
Prayer of Healing (10 minute casting, 30 feet, V only. 2d8+Wis+1d8/SL healing on up to 6 creatures)
Hold Person (60 feet, humanoid only, conc. up to 1 minute. Wis save or paralyzed, new save at end of target's turn. +1 target/SL, all targets must be within 30 feet of each other.)
3 (2/2):
Call Lightning (Conc. up to 10 min. Conjure storm cloud 100 feet overhead, 60' radius x 10'. Every turn, can use action to call down bolt within 120 feet. 3d10+1d10/SL damage, Dex half, within 5 feet of point. +1d10 in stormy weather.)
Daylight (1 hour, 60 feet. 60 foot radius sphere of bright light, dim light in next 60 feet. If cast on object, moves with it and can be blocked by covering. Dispels darkness of SL 3 or lower in overlapping area.)
Sleet Storm (150 feet, Conc. up to 1 min. 40' radius x 20' cylinder. Douses flames, difficult terrain, Dex save or fall prone when entering or starting, Concentration save if concentrating.)
Spirit Guardians (15 foot radius on self, Conc. up to 10 min, designate any number to be unaffected. Creatures' speed halved in area, starting or entering causes 3d8+1d8/SL radiant damage, Wis half.)
Revivify (touch, consumes 300 gp in diamonds. Return creature killed in last minute to life with 1 hp)
4 (1/1):
Banishment (60 feet, Conc. up to 1 minute. Banish creature to harmless demiplane, or home plane. If banished to home plane, permanent unless spell ends early.)
Wrath of the Storm (Wis/long rest)
-When hit by melee attack within 5 feet, use reaction to deal 2d8 lightning or thunder damage (Dex for half)
Channel Divinity (2/short rest)
-Turn Undead - All undead in 30 feet make Wis save or turned for 1 minute (must only move or Dash away me, or Dodge if it can't move). Destroys CR 1/2 or less
-Max damage on lightning or thunder
-Push large or smaller creature up to 10 feet away when dealing lightning damage.