Brave New Vardia Humanoid Crew Cleric of the Sea

creature

Cleric of the Sea

A.k.a. Weather Wizard

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.

Last updated Jul 7 2025