Andalyra

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Andalyra of Selûne
Andalyra.jpg
Race: Half-Elf, Class: Cleric (5th Level)
Background: Sailor, Alignment: Chaotic Good
Patron Deity: Selûne
Factions: {{{Factions}}}
Ability Scores
Strength 9 (-1), Dexterity 12 (+1), Constitution 12 (+1);
Intelligence 11 (+0), Wisdom 18 (+4), Charisma 16 (+3)
Proficiencies
Bonus: +3
Saving Throws: Wisdom, Charisma
Skills: Athletics, Deception, Insight, Medicine, Perception, Persuasion
Tools: Navigator's tools, vehicles (water)
Languages: Common, Elvish, Alzhedo
Armor: Light armor, medium armor, shields
Weapons: All simple
Traits
Darkvision 60', Fey Ancestry, Skill Versatility •  Ship's Passage • Spellcasting (9 prepared; 4/4/3/2), Life Domain (Domain Spells, Heavy Armor Proficiency, Disciple of Life), Channel Divinity: Preserve Life (1/rest), Destroy Undead (CR 1/2)
Feats
Healer
Combat
Attacks: xxx
Armor Class: xxx, Initiative: +xxx, Speed: 30 ft
Hit Points: xxx, Hit Dice: 3d8
Social
Personality Traits: {{{Personality}}}
Ideals: Someday I'll own my own ship, and chart my own destiny. • Freedom is everything.
Bonds: It is not the destination that is the point, but the journey. • Selune is my guiding light. • My crew are like my family.
Flaws: I love games of chance, much to the regret of my purse. • I am a romantic at heart, though mercurial in my affections.


words -Attribution

Origin

xxx

Appearance

xxx

Traits

Half-Elf Traits

  • Darkvision: 60'
  • Fey Ancestry: advantage on saves against being charmed; immune to magic that creates sleep.
  • Skill Versatility: Gain proficiency in two skills of choice (x, x).

Sailor Traits

  • Ship's Passage: Able to secure free passage on a sailing ship for myself and companions. In return, expected to assist the crew during the voyage.

Cleric Traits

  • Spellcasting (Spell Save DC 16 • Attack Bonus +7): Cantrips: 4 • Prepared: 9 • Slots: 4/3/2 • Spells marked with an asterix (*) are Domain Spells, and always prepared.
    • Cantrips: guidance, light, mending, sacred flame
    • First Level Spells: bless*, cure wounds*, healing word, sanctuary, shield of faith
    • Second Level Spells: aid, lesser restoration*, locate object, silence, spiritual weapon*
    • Third Level Spells: beacon of hope*, dispel magic, glyph of warding, mass healing word, revivify*
  • Life Domain
    • Domain Spells: bless, cure wounds • lesser restoration, spiritual weapon • beacon of hope, revivify
    • Bonus Proficiency: Heavy armor.
    • Disciple of Life: When using a spell of 1st or higher level to heal a creature, that creature also gains an additional number of hit points equal to 2 + the spell's level.
  • Channel Divinity: May use one of the following effects. Must take a short rest to regain ability.
    • Turn Undead: As an action, force undead within 30' to make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. Turned creatures must spend their actions getting as far from the turning character as possible (using Dash action), and can't willingly move to a space within 30'. Can't take reactions. Creatures with nowhere to go can use the Dodge action.
    • Preserve Life: As an action, restore a number of hit points equal to cleric level x5, divided among creatures within 30'. Able to restore a creature to no more than half hit point maximum.
  • Destroy Undead (CR 1/2): Undead of the indicated CR or lower that are turned successfully are instead destroyed.

Feats

  • Ability Score Increases: +2 Wisdom (1st level)
  • Healer: When using a healer's kit to stabilize a dying creature, creature regains 1 hit point • As an action, tend to a creature with one use of a healer's kit, restoring 1d6+4 hit points, plus hit points equal to the number of maximum hit dice it has; creatures must take a short or long rest to benefit again.

Resources

  • Moneys: x pp • x gp • x ep • x sp • x cp
  • Gems: x
  • Art Objects: x
  • Carried Equipment: xxx
  • Stored Equipment: xxxx
  • Lifestyle: xxx

Other Important Individuals

  • x

Projects, Goals and/or Downtime

  • x

Experience Points

Total: x

  • 0.0.2014: x