Attack. You can attack once when you take this action, using the following:
celestial warmace.Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning damage.
sling.Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d4 + 2 bludgeoning damage.
dagger.Melee or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 piercing damage.
Skills & Proficiencies:
Saving Throws Wis, Cha
Skills Acrobatics +5, History +2, Insight +5, Perception +5
Tools gaming set (dice)
Armor light, medium, heavy, shields
Weapons simple
Racial Features:
Celestial Resistance. You have resistance to necrotic and radiant damage.
Healing Hands (recharges on a Long Rest). As an action, you can touch a creature and heal a number of hit points equal to your level.
Darkvision 60 feet Radiant Consumption (Recharges on a Long Rest). You use your action to unleash the divine energy within yourself. The transformation lasts 1 minute or until you end it as a bonus action. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you deal extra radiant damage to one target when you deal damage to it with an attack or spell. This extra damage equals your level.
Class Features:
Divine Domain (Life). You have worshiped Ilmater and his path of suffering your whole life. He blesses upon you, the following benefits:
Disciple of Life. 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.
Ritual Caster. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel Divinity (1x/rest). You have the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.
- Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 ft of you must make a Wis save. If the creature fails its save, it is turned for 1 minute or until it takes any damage.
A 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 ft of you. It also can’t take reactions. For its action, it can only use 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.
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below ½.
- Preserve Life. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Spellcasting. Wisdom is your spellcasting modifier (Save DC 13, +5 spell atk).
Mace, studded leather armor, shield, sling, pouch w bullets, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, dagger, belaying pin (club), 50 feet of silk rope, lucky boat nail, a set of common clothes, and a pouch containing 83 gp, 8 sp, 6 sp
Background (Sailor):
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Ship’s Passage. When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Personality Trait. My friends know they can rely on me, no matter what. I work hard so that I can play hard when the work is done.
Ideal. Freedom. The sea is freedom — the freedom to go anywhere and do anything.
Bond. In a harbor town, there is a woman, whose eyes nearly stole me from the sea.
Flaw. I do not let people get too close, physically or emotionally.
Adventurers League Info:
DCI # 6203763429 (Season 8)
DDAL 08-04: A Wrinkle in the Weave
Date: 6/04/2019
DM: Marjim Marc Arafiles (2401769455)
ACP Gold DT Renown
0 48.86 0 0
4 75 10 1
4 123.86 10 1
Treasure pts: 4 (tier 1) Total: 4 (1)
Notes: Unlocked ring of mind shielding; gained level 2.
DDHC-SKT: Forge of the Fire Giants pt. II
Date: 5/04/2019
DM: DM Credit
ACP Gold DT Renown
4 123.86 10 1
4 75/-40 10 1
8 158.86 20 2
Treasure pts: 4 (tier 1) Total: 8 (1)
Notes: Gained level 3. Purchased studded leather.