Two-Weapon Fighting: Add ability mod to damage for off-hand attacks
Archery: Gain +2 bonus to attack rolls you make with ranged weapons
Spellcasting. The player is a 3rd-level spellcaster. Its spellcasting ability is wisdom (spell save DC 14, +6 to hit with spell attacks). The player has the following cleric spells prepared:
Cantrips (at will):
- Mending
- Sacred Flame (60ft, Dex 14 - 1d8)
- Spare the Dying
1st level (4 slots):
- Bless
- Cure Wounds (Touch, 1d8HP + 9)
- Guiding Bolt (120ft, 4d6 R + advantage)
- Healing Word (60ft, 1d4HP + 9)
- Inflict Wounds (Touch, 3d10N)
- Protection from Evil and Good
2nd level (2 slots):
- Hold Person (60ft, Wis 14)
- Lesser Restoration (Touch, cure disease/condition)
-Silence (120ft/20 ft sphere, 10 min., concentration)
-Spiritual Weapon ( 60ft, 1d8+6, use as bonus action against creature within 5 ft)
Multiattack. The player makes two melee attacks with its shillelagh, or two ranged attacks with it's pistol, or one of each.
Shillelagh (Versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 3) bludgeoning damage.
.45 Pistol. Ranged Weapon Attack: +7 to hit, range 20-60/90 ft., 1 target. Hit: 12 (1d10 + 3) piercing damage. Fires 12 shots before it must be reloaded.
Parry. The player adds 2 to its AC against one melee attack that would hit it. To do so, the player must see the attacker and be wielding a melee weapon
Second Wind(Costs 1 Reaction). Player gains 9 (1d12+3) HP
The player can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The player regains spent legendary actions at the start of its turn.
Eye for an Eye. The player makes a melee attack against an enemy, but only if they land a melee attack against the player.
Guided Hands (Costs 2 Actions). The player makes a ranged attack on a target that is unseen, or behind them with a +12 to hit. Target must be within maximum range of the weapon.
Holy Light (Costs 3 Actions). The player calls down holy light. Each creature within 10 feet of the player must succeed on a DC 15 Constitution saving throw or take 13 (2d6 + 6) radiant damage and be temporarily blinded until they make a DC 15 - [# of turns affected] Constitution saving throw at the end of their turn. While blinded, creatures must make a DC 12 History check or move at half speed on their turn.
Description
A Warrior Cleric who will do whatever it takes to protect his people.
awesome :)
thanks!