| Ability |
Mod |
Save |
| STR |
10 |
+0 |
+0
|
| DEX |
12 |
+1 |
+1
|
| CON |
14 |
+2 |
+2
|
| INT |
14 |
+2 |
+2
|
| WIS |
18 |
+4 |
+6
|
| CHA |
10 |
+0 |
+0
|
Medium
Humanoid (Any)
AC
14
(Chain shirt)
HP
28
(4d8+8)
- Speed
- 30ft., Swim 30ft.
- Proficiency Bonus
- 2
- Challenge
- 1/2 (XP 100)
- Skills
-
Medicine +6,
Religion +4
- Gear
- Chain Shirt, Dagger, Holy symbol
Actions
- Dagger
- Melee or Ranged Weapon Attack, one target, 5ft reach, or range 20/60 ft., +3 to hit, 1d4+1 piercing damage.
- Field Surgery (3/Day)
- The Cleric of the Sea tends to the wounds of a creature within 5 feet of itself. That creature can spend 1 Hit Point Dice to regain Hit Points as if it had just completed a Short Rest.
Spellcasting
- Wisdom
- Save DC 14, Spell Attack +6
- At will:
- Light, Spare the Dying
- 3/day:
- Ceremony, Create or Destroy Water, Cure Wounds, Fog Cloud
- 2/day:
- Animal Messenger, Gust of Wind, Warding Wind
Notes
Clerics who dabble in the domain of the sea will be sought after crew members. Although the whims of the sea are not entirely controllable, they can be appeased through ritual and superstition. Just like the sea, Clerics of this domain are sometimes found in dark moods, and explode in storms of violent rage.