Sarene of the South Shores

level 3 human grave domain cleric

Description:
Human Grave Domain Cleric, Former Sailor

Basic Stats:

STR: 12 DEX: 11 CON: 10 INT: 14 WIS: 16 CHA: 10
HP: 15 AC: 17 (Chainmail + Shield) XP: 3104 Save Proficiencies: WIS, CHA
Passive Perception: 15 Passive Investigation: 12 Speed: 30 Height: 5’ 2" Weight: 140 lbs.
Injuries: None yet!
Armor and Weapon Proficiencies: Simple Weapons Chainmail
Trained Skill Bonus Notes
Athletics +3 From Sailor.
Stealth 0 Disadvantage. From Chain Mail.
History +4 From Cleric.
Religion +4 From Cleric.
Perception +5 From Sailor.
Survival +5 From Variant Human.
Navigator’s Tools +2 Proficiency with navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. From Sailor.
Languages: Common Elvish
Attack To Hit Range Damage Components Notes
Mace +3 Melee 1d8+1 bludgeoning N/A None.
Crossbow +3 Ranged (80/320) 1d8+1 piercing N/A Light. Loading. Two-handed.
Dagger +3 Melee / Ranged (20/60) 1d4 piercing/thrown N/A Off-hand. Light. Thrown. Finesse.
Toll the Dead Wis Save DC13 Ranged (30) d12 (d8 if uninjured living) necrotic damage V, S; Instantaneous Cantrip; Speech Bell
Sacred Flame Dex Save DC13 Ranged (60) d8 radiant damage V, S; Instantaneous Cantrip; Wake Bell
Guiding Bolt +5 Ranged (120) 4d6 radiant damage; next thing to attack on same target gets advantage on attack roll V, S; 1 round Spell; Wake Bell
Spiritual Weapon (Noose) +5 Melee 1d8+5 force damage; bonus action to move noose 20ft and repeat attack on creature within 5ft V, S; 1 minute Spell; Wake and Passage Bells
Traits

Heavy Armour Master: Non-magic physical damage is reduced by 3.

Eyes of the Grave: I can detect both the closest and strongest Undead within one mile, as well as tell the type and some attributes of both.

Circle of Mortality: I can cast the Spare the Dying cantrip as a bonus action and heal creatures at 0hp for the max value of my Cure Wounds spell as an action.

Channel Divinity – Turn Undead (1/SR): As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Personal Feature: I am a Gatekeeper of Yamaa, the Goddess of Death. I am charged with the sacred mission of ensuring the dead stay down. I wield the seven bells in my spellcasting. They are: Sleep, Wake, Speech, Thought, Walk, Command, and Passage. The bells grant me occasional abilities against the Undead in keeping with their powers.

1st Level Spells (can cast 4/LR)

Guiding Bolt: 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. 1 action; V/S; 120ft range; Wake bell.

Cure Wounds: A creature you touch regains a number of hit points equal to 1d8 + 3. This spell has no effect on undead or constructs. 1 action; V/S; touch range; Sleep bell.

Shield of Faith: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. 1 bonus action; 10 minutes, Concentration; V/S/M; 60ft range; Sleep bell.

Command: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw (DC 13) or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
  • 1 action; 1 round; V; 60ft range; Command bell.

Protection from Good and Evil: Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. 1 action; concentration, 10 minutes; V/S/M; touch range; Thought bell.

Grave Lights: Each object in a 20-foot cube within range is outlined by blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. 1 action; concentration, 1 minute; V; 60ft range; Wake bell.

2nd Level Spells (can cast 2/LR)

Aid: Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. 1 action; 8 hours; V/S/M; 30ft range; Wake and Walk bells.

Spiritual Weapon (Noose): You create a floating, spectral weapon (the Noose of Yamaa) within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8+5 force damage. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 1 action; 1 minute; V/S; 60ft range; Wake and Passage bells.

Calm Emotions: Each humanoid in a 20-foot-radius sphere must make a Charisma saving throw (DC13); a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects: You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. 1 action; concentration; 1 minute; V/S; 60ft range; Thought and Command bells.

Cantrips

Toll the Dead: You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw (DC13) or take 1d8 necrotic damage. If the target is missing any of its hit points or is undead, it instead takes 1d12 necrotic damage. 1 action; instantaneous; V/S; 60ft range; Speech bell.

Sacred Flame: Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw (DC13) or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. 1 action; instantaneous; V/S; 60ft range; Wake bell.

Spare the Dying: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. 1 action; instantaneous; V/S; touch range; Sleep bell (but see Circle of Mortality feature).

Inventory (Capacity = 113 / 120 lbs.)
Weapons, Armor, Clothing:
Item # Weight Notes
Mace 1 4 lbs. None.
Crossbow (Light) 1 5 lbs. None.
Clothing 1 set 3 lbs. None.
Modified Chain Mail 1 set 55 lbs. AC 15
Shield 1 6 lbs. AC +2
Bells 1 bandolier 5 lbs. None.
Other:
Item # Weight Notes
Healing Potions 2 1 lbs. Restores 2d4 + 2 HP.
Explorer’s Pack 1 27 lbs. Includes backpack, bedroll, mess kit, tinderbox, 4 days of rations, and a waterskin.
Navigator’s Tools 1 2 lbs. Tools to help me navigate at sea.
Silk Rope 50 ft. 5 lbs. To climb stuff. Or tie stuff.
In My Quarters
Item # Worth (Monetary)
Cashbox 1 34 GP
Daggers 3 ???
Clothing 3 sets 1.5 GP
Debt List 5 215 GP each to Wrenn and Kalandria. For bells.

Bio:

See Naveed’s character page and the Fiction subforum.

Sarene of the South Shores

Silanya James_Elcombe malini_mvk