Lysander

LYSANDER

Halfling Cleric, Life Domain
Hit Points
/ 24
Armor Class
17
Initiative
+1
Strength−1
Dexterity+1
Constitution+2
Intelligence+0
Wisdom+3
Charisma+1

Skills

Acrobatics+1
Animal Handling+3
Arcana+0
Athletics−1
Deception+1
History+0
Insight+5
Intimidation+1
Investigation+0
Medicine+5
Nature+0
Perception+3
Performance+1
Persuasion+3
Religion+2
Sleight of Hand+1
Stealth+1
Survival+3
Roll d20 and add the modifier.
NameWhat it doesTo hitDamageType
Attacks & Damage
Sacred FlameHoly fire falls on a foe you can see.DEX save 131d8 radiantcantrip
Guiding BoltA lance of light; the next ally to hit it has advantage.+54d6 radiant1st level
MaceA swing with your mace when magic is not needed.+11d6backup
Healing & Support
Cure WoundsTouch a hurt friend and mend them.heal 1d8+61st level
Healing WordHeal a friend you can see, from across the room.heal 1d4+61st level, bonus
BlessUp to 3 friends add to their attacks and saves.+1d41st level, conc.
GuidanceTouch a friend just before they try something.+1d4cantrip
Control & Special
Hold PersonFreeze one humanoid enemy in place.WIS save 13frozen2nd level, conc.
Turn UndeadUndead nearby flee from your holy symbol.WIS save 13flee 1 minChannel Div.
On your turn
Moveup to 25 feet
Actioncast a spell or attack
Bonus Actiona quick extra move
Reactionone quick response
1st-level slots
2nd-level slots
Channel Divinity
Hit Dice
Spells
Sacred Flame. Holy fire falls on a foe you can see. They make a Dexterity save (beat 13) or take 1d8 radiant damage. There is no roll to hit, and cover does not help them. cantrip
Guidance. Touch a friend and lend a little divine help. They add 1d4 to one ability check of their choice. cantrip
Cure Wounds. Touch a wounded friend and heal them 1d8 + 6 hit points. Your Disciple of Life blessing is already in that number. 1st level
Healing Word. Call out and a friend you can see is healed 1d4 + 6. It is only a bonus action, so you can still move or cast. 1st level
Bless. Up to three friends each add 1d4 to their attack rolls and saving throws while you concentrate. Your signature opener. 1st level, concentration
Guiding Bolt. Hurl a lance of light. On a hit (roll +5) it deals 4d6 radiant, and the next ally to attack that foe has advantage. 1st level
Hold Person. Point at one humanoid. They make a Wisdom save (beat 13) or freeze in place, helpless, while you concentrate. 2nd level, concentration
Turn Undead. Raise your holy symbol. Every undead within 30 feet makes a Wisdom save (beat 13) or flees from you for one minute. Channel Divinity
Features & traits
Disciple of Life. Your healing spells restore extra hit points (already counted in your Cure Wounds and Healing Word numbers).
Halfling Luck. When you roll a natural 1 on the d20, reroll it and take the new number. Famously, infuriatingly lucky.
Brave. You have advantage on saving throws against being frightened.
Naturally Stealthy. You can hide even when only a larger creature is shielding you.
Halfling Nimbleness. You can move through the space of any creature larger than you.
Inventory & coins
  • Ornate breastplate
  • Shield
  • Mace
  • Ornate holy symbol (casting focus)
  • Healer's kit (10 uses)
  • Traveller's pack: rope, torches, rations, bedroll, waterskin
Coins: ____ gp   ____ sp   ____ cp
Notes