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Tortle Cleric

Feb 2nd, 2018
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  1. https://cdn2.newsok.biz/cache/w640-4d6100480481d45c68df93671014fa9d.jpg
  2. http://forgottenrealms.wikia.com/wiki/Thard_Harr
  3.  
  4. Tortle
  5. Cleric (war domain)
  6. Arborist background
  7.  
  8. Lawful good
  9.  
  10. STR 14 7 16
  11. DEX 12 4 12
  12. CON 14 7 14
  13. INT 8 - 8
  14. WIS 15 9 16
  15. CHA 8 - 8
  16.  
  17. LANGUAGE
  18. Aquan
  19. Common
  20.  
  21. SKILLS
  22. Survival 5
  23. Insight 5
  24. Medicine 5
  25. #Athletics 5
  26. #Perception 5
  27.  
  28. TOOLS
  29. #Herbalism kit
  30.  
  31. CANTRIPS
  32. sacred flame
  33. mending
  34. spare the dying
  35.  
  36. 1TH
  37. bane
  38. bless
  39. command
  40. ¤create/destroy water
  41. ¤cure wounds
  42. detect good/evil
  43. detect magic
  44. detect poison/disease
  45. *divine favor BONUS, Conc 1 minute
  46. ¤guiding bolt
  47. ¤healing word BONUS
  48. ¤inflict wounds
  49. protection from good/evil
  50. purify food/drink
  51. sanctuary
  52. *shield of fate BONUS, Conc 10 minutes
  53.  
  54. SACRED FLAME
  55. Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach
  56. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  57.  
  58. CREATE/DESTROY WATER
  59. You either create or destroy water.
  60. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
  61. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
  62. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
  63.  
  64. CURE WOUNDS
  65. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  66. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  67.  
  68. DIVINE FAVOR
  69. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
  70.  
  71. GUIDING BOLT
  72. A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
  73. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
  74.  
  75. HEALING WORD
  76. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  77. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
  78.  
  79. INFLICT WOUNDS
  80. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
  81. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
  82.  
  83. SHIELD OF FATE
  84. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
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