

A cleric of the Light who carries a temple upbringing out onto the road. Quotes a particular hero of the faith constantly, assumes the best of anyone who shares his god, and cannot be talked out of a good mood.
Cleric 2 (Light Domain) · Medium humanoid (custom lineage) · Neutral Good
Armor Class 18 (scale mail, shield) Hit Points 18 (2d8 + 6) Speed 30 ft. Initiative +2 Proficiency Bonus +2 Passive Perception 15 Experience 300 Spell Save DC 13 · Spell Attack +5 · Spellcasting Ability Wisdom
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (−1) | 14 (+2) | 16 (+3) | 10 (+0) | 16 (+3) | 10 (+0) |
Saving Throws Con +5, Wis +5, Cha +2 Skills History, Insight, Medicine, Perception, Religion Languages Common, Celestial, Deep Speech, Draconic
Attacks
- Mace. +1 to hit, 1d6 bludgeoning.
- Dagger. +4 to hit, range 20/60, 1d4 piercing.
- Sacred Flame. DC 13 Dex save, 1d8 radiant, 60 ft.
- Word of Radiance. DC 13 Con save, 1d6 radiant, 5 ft.
- Guiding Bolt. +5 to hit, 4d6 radiant, 120 ft.
- Burning Hands. DC 13 Dex save, 3d6 fire, 15-ft. cone.
- Radiance of the Dawn. Channel Divinity — 30 ft., dispels magical darkness; 2d10 + cleric level radiant on a failed Con save, half on a success.
Spell slots 1st: 3
- Cantrips. Guidance, Light, Sacred Flame, Word of Radiance
- 1st Level. Bless, Burning Hands*, Faerie Fire*, Guiding Bolt, Healing Word, Protection from Evil and Good, Shield of Faith
* Light Domain spells — always prepared, and they don’t count against his prepared total.
- Ritual Casting (Cleric 1) — can cast a prepared cleric spell as a ritual if it has the ritual tag.
- Warding Flare (Light Domain 1) — reaction to impose disadvantage on an attack from a creature within 30 ft. that he can see.
- Channel Divinity (Cleric 2) — new at 2nd level. One use per short or long rest.
- Turn Undead — undead within 30 ft. that fail a Wisdom save are turned for 1 minute.
- Radiance of the Dawn (Light Domain) — see Attacks above.
- Harness Divine Power (optional) — bonus action to spend a Channel Divinity use and regain one expended spell slot.
- Creature Type (Custom Lineage) — humanoid; appearance and kin are his to decide.
- Shelter of the Faithful (Acolyte) — free healing and care at temples of his faith for him and his companions.
- Resilient (Feat, from Custom Lineage) — +1 Constitution and proficiency in Constitution saving throws.
Full rules text for each is on the Roll20 sheet.
Acolyte.
- Personality. Idolizes a particular hero of his faith and constantly refers to that person’s deeds and example. Nothing can shake his optimistic attitude.
- Ideal. Faith. He trusts that his deity will guide his actions, and has faith that if he works hard, things will go well. (Lawful)
- Bond. He would die to recover an ancient relic of his faith that was lost long ago.
- Flaw. His piety sometimes leads him to blindly trust those who profess faith in his god.
Active, 2nd level. Slots and Channel Divinity restored after a long rest.
Location: A murdered family’s farmhouse on the Tradeway, two days south of Fairhill. He set the watch in the room where three of them died. Condition: Full hit points. Ended Vortigern’s Trap with nothing left in reserve. Carrying: Scale mail and shield, holy symbol, a share in roughly 830 gp. Open threads:
- Unnamed Boy attached himself to Azren after he fed him and treated his cut feet. The boy does not speak. His family were murdered and he ran; nothing else is established.
- He could prepare detect magic as a ritual on any long rest and identify the stone from The Smiling Skull. He has not yet.
- He still cannot name the people who raised the stones — he missed the History DC by four and worked out only that they predate the road.
- Corian’s five-way split was agreed for the keep only; the road treasure is unclaimed.
- Corian has released anyone who wants to leave at Fairhill.
- The farm family is still unburied, having now been killed twice. He is a good-aligned cleric standing over them. Knows (exclusive): He is the one who called into the dark and heard the child’s voice stop mid-breath — the moment the lure proved itself a lie. He also found the boy alone on the last watch.
Relationships
- Located at
Equipment
Scale mail · shield · mace · dagger · holy symbol · prayer book · 5 sticks of incense · vestments · belt pouch · common clothes · priest’s pack (backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days rations, waterskin)
Weapon proficiencies simple weapons Armor proficiencies light armor, medium armor, shields