Strength Dexterity Constitution Intelligence Wisdom Charisma
18* [+4] 6 [-2] 12 [+1] 14 [+2] 18 [+4] 9 [-1]

Human, Cleric [Nature-9], Hermit

  • Size: Medium [5'10", 190 lb]
  • Speed: 30
  • HP: 68
  • Level Proficiency: +3/4 [Level 9].
  • Saving Throws: Wisdom, Charisma.
  • Passive Perception: 14 (Wisdom [4])
  • AC: 8/18

Traits and Features:
+2 Wisdom
Great Weapon Fighter

  • When you crit or reduce a target to 0, you can make a free attack as a bonus action.
  • can -5 to hit for +10 damage.
  • Stone of Fortitude
    • +2 Constitution (may go above 20). Removed upon death.


  • Channel Divinity: 2x
    • Turn Undead: Wisdom save, undead =<1 CR die if fail.
    • Charm Plant/Animal: 30ft, wis save or charmed by 1 min until takes damage.
  • Ritual Casting:
  • Dampen Elements: When you or a creature within 30ft takes acid, cold, fire, lightning, or thunder damage. As a reaction you can grant resistance to that one instance of damage.
  • Divine Strike-Nature: Once a turn when you hit with a weapon attack, you can cause the attack to do and 1d8 cold, fire, or lightning damage. (2d8 at 14)


  • Weapon Proficiency: Simple
  • Armour Proficiency: All
  • Tool Proficiencies: Herbalism kit


  • Languages: Common, Elvish, Primordial.
  • Proficient: Animal Handling, History, Nature, Religion, Survival

Equipment: /90 /180 /270

  • Stone Greataxe +1 (set str to 18) d12+5 +9 to hit
  • Walking Stick d6 B 4lb
  • Stone Plate, 16AC, 55 lb disadvantage to dex and str. (not carrying)
  • Black Full Plate 18AC, 65lb
  • Stone Shield (Fire Res) 6lb
  • Holy Symbol, amulet 1lb
  • Common Clothes 3lb
  • Explorers pack: Bedroll, Mess kit, tinderbox, waterskin
  • Herbalism Kit
  • Snake teeth
  • Winter Blanket
  • Key to the Brig
  • Scroll case full of notes
  • 500gp worth of diamonds.
  • 26 lbs of backpack stuff

Platinum: 14
Gold: 207
Silver: 14
Copper: 11

Casting mod: +8, Save: 16DC

Cleric: 1st:4 2nd:3 3rd:3 4th:3 5th:2
Spells Prepared =14 + Domain

  • Light
  • Spare the Dying
  • Mending
  • Sacred Flame
  • Shillelagh bonus act.
  • Thaumaturgy

Level 1:

  • Animal Friendship vsm, 30ft, 1 act, 24hrs. beast within range, 4<int spell fails. wis save throw or be charmed by you.
  • Cure Wounds, vs touch 1 action d8+4 hp
  • Speak with Animals (ritual)vs, 1 act, self, 10mins. able to comprehend and speak to animals. can give you info about nearby locations and monsters, including past day. maybe able to persuade them to perform a small favour for you.
  • v Healing word, 60ft bonus, d4+4
  • Sanctuary, bonus act 30ft, 1min, NOT CONC. wis save to attack that target, ends if target makes an attack or casts a spell that affects an enemy creature.

Level 2:

  • Aid: vsm 1 act, 30ft, 8hrs, +5max and current hp for 3 targets +5 for each spell level above 2.
  • Augury:vsm 1min cast, say specific course of action you plan to take in the next 30min, dm says: weal for good, woe for bad, weal & woe for both, Nothing for minor. 1+n casts before long rest means n.x.25% to get random reading (DM rolls in secret)
  • Gentle repose
  • Enhance Ability: vsm, touch, conc 1hr, pick stat for advantage on. con is +2d6 thp also, str x2 carry, dex is 20ft no fall damage if awake.
  • Barkskin vsm, conc 1 hr, touch. set ac to 16
  • Hold person vsm, 60ft, conc. 1min 1act, Wis save or paralysed, make new save at end of every turn.
  • Prayer of Healing v, 30ft, 10min, up to 6 targets gain 2d8+4 hp
  • Augury (Ritual) vsm, 1min, 30min divination
  • Spike Growth vsm conc. 10min 150ft, 20ft radius, difficult terrain, 2d4 P dam, every 5 feet travelled. camouflaged, Wisdom perception check against DC 15 (if they didnt see it at casting)

Level 3:

  • Plant Growth vs, special. 1 act. choose point, makes all plants 100ft radius, spend 4ft movement for 1 ft. or 8 hr cast, enrich land for 1 year. double harvest.
  • Mass healing word, V, 60 ft, bonus, d4+4 healing to up to 6 targets
  • Create food and water, VS 30ft, 1 act, food for 15 humans, and water. food spoils after a day (water does not)
  • Beacon of hope. VS 30ft conc. 1min 1 act. choose any number of creatures within range. adv on wis and death saves, regains max hp from heals.
  • Wind Wall vsm 120 ft, 1 act, conc 1min. up to 50ft long 15ft high 1 ft thick. any shape as long as it makes one continuous path along the ground. creatures in its area make a strength saving throw. 3d8 B on failed, 1/2 on pass. keeps fog, smoke and other gases at bay. small or smaller flying creatures or objects cant pass through. arrows and bolts and other ordinary projectiles launched at targets behind the wall are deflected upwards and automatically miss, creatures in gaseous form cant pass through.
  • Water walk: vsm ,1 action (ritual), 1hr, 30ft up to 10 gain waterwalking. move 60ft towards surface. walk on any psuedo liquid. lava, acid, quicksand, snow etc.

Level 4:

  • Dominate Beast vs, 1 act, 60ft, conc 1min. wis save or charmed. issue commands whilst conscious. use turn to take full control. each time it takes damage retest.
  • Grasping Vine vs, 30ft, bonus act., conc 1 min unnocupied space within range, when you cast this spell, choose creature within 30ft of vine. Dex save or pulled 20ft towards the vine, use bonus action to use vine every turn.
  • Death Ward: vs, touch 8hrs, 1 action. first time they drop to 0 hp, drop to 1 instead. instant kill ability that does not deal damage is negated but spell ends.
  • Guardian of Faith 10ft radius dex save if hostile moves through, 20 radiant damage, half on pass. lasts 8 hours

Level 5:

  • Insect Plague: vsm, 1 act, 300ft conc 10mins, 20ft radius sphere, lightly obscured and difficult terrain. 4d10 Piercing (half on pass) when sphere appears make con save, also first time on a turn or ends its turn there
  • Tree/Mast Stride: vs, 1 act, conc 1min. move between same kind of trees within 500ft of each other. use 5ft movement to enter tree, when you enter you know all other trees of the same kind within 500ft, you can then step out of any of those trees with another 5ft of movement (appearing 5ft away from that tree) if you have 0 move, you appear 5ft from tree you entered. can only use once per round and must end outside a tree.
  • Mass Cure Wounds: vs, 1 act, 60ft, pick up to 6 creatures within 30ft sphere in range, each gains 3d8+4 hp
  • Thunderstrike: (flame strike) vsm, 1 act 60ft, 10ft radius 40ft high cylinder at point in range. dex save, 4d6 lightning and 4d6 radiant, half on success.
  • raise dead. costs 500gp diamonds. vsm, 1hr cast. touch creature, comes back alive on 1hp (if dead less than a week) if soul is willing and able to rejoin body. lots of extra stuff
  • contagion. vsm touch, target makes con saves each turn. if it fails 3 it is affected by disease of your choice, if it passes it is not affected.

Reclusion: I was searching for spiritual enlightenment.
Personality: I am utterly serene, even in the face of disaster.
Personality: I connect everything that happens to me to a grand cosmic plan.
Ideal: Solitude and contemplation are paths towards mystical power (evil)
Bond: I am still seeking the enlightenment I pursued in my seclusion, it still eludes me.
Flaw: I am dogmatic in my thoughts and philosophy.
Flaw: I am the all-conqueror, all shall bow before me.

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