Ranged
Sacred Flame DC13 1d8 Radiant
Scorching Ray +5 2d6 Fire
Flaming Sphere Dc 13 2d6 Fire
Shortbow +3 1d6+1 P
Spells
Spell Attack +5, Spell Save DC :13
Per Day 1st: 4/4 2nd:3/3
Spells Known
Cantrips
Light 1 action, 1 hour
Sacred Flame 1 action, 60ft
Spare the Dying 1 action , touch
Guidance 1 action, touch d4 bonus
word of radiance 1d6 radiant, all creatures seen, CON save DC 13
1st Level
Faerie Fire 1 action , 60 ft
Cure Wounds 1 action, touch , 1d8+3 heal
Healing Word 1 bounus action, 60 ft, 1d4+3 heal
Bless 1 action 30ft up 3 creatures, +d4 to attack/saves
Command 1 action 60ft
Burning Hands 1 action , 15ft cone 3d6 fire
2nd level
Lesser Restoration 1 action, touch
Gentle Repose
Spiritual Weapon +5, 1d8+3 Force
Flaming Sphere DC13, 2d6 Fire
Scorching Ray +5 , 1d6 Fire
STATISTICS
STR 13 (+1)
DEX 12 (+1)
CON 13 (+1)
INT 10 (+0)
WIS 17 (+3)
CHA 13 (+1)
Gear
Scale mail
Warhammer
shortbow
Shield
Alms box
Block of incense
censer
vestments
backpack
blanket
10 candles
tinderbox
rations
waterskin
chest
crowbar
hammer
three wooden stakes
holy symbol
flast of holy waterskin
manacles
steel mirror
flask of oil
3 torches
CLASS FEATURES/RACIAL TRAITS
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see,
you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable Horror and that you are no stranger to Darkness. Though they might fear you, commoners will extend you every
courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Observant
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects.
You start with two such effects: Turn Undead and an effect determined by your domain.
Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level.
you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: 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 feet of you must make a Wisdom saving throw.
If the creature fails its saving throw, 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 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.
Harness Divine Power
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer,
and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level,
twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Channel Divinity: Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled.
Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw.
A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one.
A creature that has total cover from you is not affected.
Cantrip Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
BACKGROUND (Haunted one)
Personality:
I don’t run from evil. Evil runs from me.
Ideal:
I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
Bond:
There’s evil in me, I can feel it. It must never be set free.
Flaw:
I feel no compassion for the dead. They’re the lucky ones.
SKILL Proficiencies: Insight, Invesitgation, Persuasion, Religion
Tool Proficienceis: Gamings Set
Appearance:
Fair of skin, with brown hair cut sensibly short, Shurq Kawlo presents an impressive figure despite her short stature. Perhaps it is her brown eye, intense....but there's something else there, the vulnerability of someone who's been through something horrible. Her gear and vestments are clean and serviceable, with no ostentation.
Personality:
Shurq accepts her role in the world with wholehearted devotion. She has a ready smile for all, but her eyes betray the pain that lingers behind her mirth.
Background:
Growing up , Shruq knew her family was different. She lived in the Dales, but her family was from further East, from whence her parents never told her.
Her father and mother both were humorless, severe individuals, who ruled their homestead with iron fists. Shurq's early life was on of hard service
to her parents...until her dreams began. Dreams of a shapeless entity that loomed over her, or the house or just flickered at the edge of her vision. When she could not avoid revealing these nightmares to her parents, her life changed. At once, her parents displayed a solicitude towards her that left
Shurq confused...and terrified. She was invited into the , unto then forbidden, basement. There she found a temple of sorts created by her parents.
Strange symbols on the floor and walls, black candles whose smoke , instead of rising into the air, sunk down to the floor in unsettling fashion.
Her parents bid her sit on the floor while they chanted in a strange language, lit their candles and swayed back and forth.
Many time Shurq endured these interminable sessions, as well as the unsettling dreams; whose frequency had begun to increase.
Part of her parent's new attitude towards her, was the occasional jaunt into the nearby town to fetch supplies. There she's struck up an uneasy friendship with a couple of the town's children. As children will do, Shurq was teased somewhat, but gently, as if the children could tell she
hadn't had an easy life.
One day as she chatted with her friends, a shout went up. There was a fire! Looking Shurq could see that black column of smoke was rising from the nearby forest....the direction of her home!
Running amid other townsfolk, she arrived to see her home completely aflame! As others approached as if to try to fight the fire, Shurq could only crouch to the ground ,shaking...not with grief, but with relief.
She was taken in for a time by the family of one of her friends, until it was suggested that she attend a monastery devoted to Lathander in a nearby valley. There she would have shelter, education. And so she did.
Spending her adolescence under the tutelage of the Lathanderians, she grew to love the Morningstar and his teachings. She grew strong of will and body, until such time she took up her vows and struck off into the surrounding lands to bring succor to those in need.
During her many years at the monastery , she never had another of her childhood nightmares. Until this night. She was camping by a pretty brook, on her way to meet up with another of her faith, to journey together into Cormyr. As she slept, she was startled to realize the within the mundane dream she was having, she to detect the familiar entity flickering at the edges. She sat up , drenched in sweat, breathing as if she'd been running for miles.
Blinking, she could barely see anything....a fog had risen up around her, the babbling of the brook was quiet....fading....gone. What was going on? Gathering her gear, her heart pounding, she strained her ears and eyes ....but could hear nor see anything.
Then....a sound. A horse hoof on cobbles? Shurq shook her head....impossible. The....the creak of a wagon wheel. Blinking in confusion, Shurq watches as the mist seemed to twist around her...and then expand away. Slowly, the mists dissipated and amazingly Shurq found herself on the cobbled street of a small town, torches and lanterns shining dimly in the oppressive darkness. The back of a wagon slowly turned a nearby corner, disappearing into the darkness.
"Where...How... Shurq whispered to herself, looking about.
Above some nearby roofs, she spied the unmistakable steeple of a chapel or temple. Deciding that might be the best place to start, she hefted her pack and slowly navigated the nearby streets until she was on the steps of the chapel.