About Dalron Cleric of Ilmater
Order of the Gauntlet
Advantage vs. Disease
My first assignment Started in Port Nyaniaru looking into dinosaurs being poisoned. The town was a maze of bridges and over head walk ways. We met a frog type creature who called himself Wadumu. Wadumu became our guide in the jungle and we were able to avoid most dangers. At his village we found out that the villagers were being used to make the poison by Yuan-ti. In the end we saved the village and I acquired a magic item called Goggles of the Night. I was told that it was 'A walk in the park'.
Then I team up with Wadumu again for another trek into the jungle, But this time we find an obelisk that had a puzzle to open it. But that the same time wave after wave of the undead came out of the jungle. More than even I could stop. At the last minute we were able to get in to the obelisk and shut out the undead horde. Inside we battled more Yuan-ti and hopefully stoping the Yaun-ti's plans for good, like 'A whisper in the Dark'. One of my fellow adventure's offered me a trade The Goggles of the night for a Magic Shield. At the time I did not know how important of a trade that was to my survival.
Then the Adventure League was called to stop an all out attack on Port Nyanzaru. It was'Drums of the Dead', From fighting on board ships to underwater diplomacy to fighting in the jungle, all with random undead attacks. More times than not did that magic shield stop me from getting bit or worse. But since my time fighting the Plague Zombies I have less a chance of getting a disease.
Bonus feat Healer; use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point You can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice.
Skill Prof.: Preception
Life Domain Spells:
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon o f hope, revivify
7th death ward, guardian o f faith
9th mass cure wounds, raise dead
Channel Divinity: Preserve Life; Heal 5 X Charcter level of hit points to anyone with in 30 feet (can be divided up) up to their 1/2 of max hit points with a use of your Channel Divinity.
Disciple of Life: Healing spells regains additional hit points equal to 2 + the spell’s level.
4th level Ability enhancement +2 to Wisdom
Passive Perception +16
Mace +4 Attack, Dam d6+2
Spell save DC +14
+4 Animal Handling
+0 Sleight of Hand
+1 Wooden Shield on left arm
Mace on right Hip
A Spell Component Pouch
An Explorer's pack
a set o f common clothes
6 Uses, Healers kit
10 Uses, Healers kit
10 Uses, Healers kit
20 crossbow bolts
a belt pouch
Personality Trait: I feel tremendous empathy for all who suffer.
Ideal: My gifts are meant to be shared with all, not used for my own benefit.
Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw: Now that I've returned to the world, I enjoy its delights a little too much.
Spells Available 4
Level 0 Resistance: target can roll a d4 and add the it to one Savving throw of it's choice.
(D)Level 1 Cure wounds: cure 1d8 + Wis Mod +2 + spell slot level
(D)Level 2 lesser restoration: Remove one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned
(D)Level 2 spiritual weapon: Range: 60 feet You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet o f the weapon. On a hit, the target takes force damage equal to 1d8 + your spell casting ability modifier.
Level 2 Prayer of Healing: Up to six creatures o f your choice that you can see within range of 30' each regain hit points equal to 2d8 + your spell casting ability modifier + 2 + spell level. This spell has no effect on undead or constructs. 10 min casting time.
Level 2 Protection from Poison: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage
Level 2 Hold Person: Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece o f iron) Duration: Concentration, up to 1 minute
1st bless, cure wounds
Used Healers Kit today on:
Healer; use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point You can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice.
AL log sheet:
XP total 18