Human (Skandik) Cleric 4, lawful neutral
XP 2700 (6500 needed)
Armor Class 14 (scale)
Hit Points 31 (4d8 + 4)
Speed 30 ft.
STR 9 (-1) DEX 11 (+0) CON 13 (+1) INT 12 (+1) WIS 15 (+2) CHA 7 (-2)
Proficiency Bonus +2
Saving Throws Wis +4, Cha +0
Ability Proficiencies Int, Wis, Cha
Proficiencies Light armor, medium armor, shields, simple weapons, warhammers, vehicles (water), swimming
Senses passive Perception 14
Languages Common, Skandik, Dwarvish, Gnomish, Goblin, Deep Speech
Spellcasting. You are a 4th-level spellcaster of the Knowledge Domain. Your spell casting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). You know 4 cantrips, and can prepare up to 6 spells from the cleric spell list plus the spells gained from your Domain.
Cantrips (at will): [cantrip 1, cantrip 2, cantrip 3, cantrip 4]
1st level (4 slots): [spell 1, spell 2, spell 3]
2nd level (3 slots): [spell 4, spell 5, spell 6]
Domain spells: command, identify, augury, suggestion
Channel Divinity. You can channel divine energy directly from your deity, using that energy to fuel magical effects (below). You must finish a short or long rest to use your Channel Divinity again.
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.
Channel Divinity: Knowledge of the Ages. As an action, you choose one ability or tool. For 10 minutes, you have proficiency with the chosen ability or tool.
Feat: Healer. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, 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. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
Background Feature (Acolyte): Shelter of the Faithful. You command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your companions can expect to receive free healing and care at a temple, shrine or other established presence of your faith, though you must provide the material components needed for spells.
Warhammer. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 (two-handed 1d10 - 1 ) bludgeoning damage.