Bethrynna

Bethrynna Innis a’sualen

Half sun elf cleric of Ilmater 10 (64,000XP) – Acolyte – chaotic good

Bethrynna-34 copy
(c) Steven Bellshaw and Wizard on the Wynd. 2016

Height – 5’9″ Weight – 130lb Age – 33
Eyes – Golden Brown Skin – Bronzed Hair – Copper Blonde

Armour Class 18 (20) – Hit Points 73 (10d8+20) – Speed 30′ – Initiative +1

STR 15 (+2) – DEX 12 (+1) – CON 14 (+2)
INT 13 (+1) WIS 18 (+4) CHA 11 (+0)

Saving Throws
STR +2 – DEX +1 – CON +2 – INT +1 – WIS +8CHA +4

Skills
Proficiency Bonus +4

Acrobatics (dex) +1, Animal Handling (wis) +4, Arcana (int) +1, Athletics (str) +2, Deception (cha) +0, History (int) +5, Insight (wis) +8, Intimidation (cha) +0, Investigation (int) +1, Medicine (wis) +8, Nature (int) +1, Perception (wis) +4, Performance (cha) +0, Persuasion (cha) +0, Religion (int) +5, Slight of Hand (dex) +1, Stealth (dex) +1, Survival (wis) +4

Passive Wisdom (perception) 14

Tool & Combat proficiencies and Languages. All Armour, Shields, Simple Weapons, Celestial, Common, Elvish, Gnomish, Sylvan

Attacks and Spellcasting

Mace. Melee Weapon Attack +5 to hit, reach 5′, one target. Hit: 1d6+2 bludgeoning damage.

Light Crossbow. Ranged Weapon Attack +4 to hit, range 80/320′, one target. Hit: 1d8+1 piercing damage.

Sacred Flame. Target Dexterity saving throw to hit, range 60′, one target. Hit: 2d8 radiant damage.

Personality Traits
I quote sacred texts and proverbs in almost every situation. I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.

Ideal
We must help bring about the changes the gods are constantly working in the world.

Bond
I will do anything to protect the temple where I served.

Flaw
I judge others harshly, and myself even more severely.

Features and Traits

Half elf:

Darkvision. Bethrynna can see in dim light within 60′ as if it were bright light, and in darkness as if it were dim light. She can’t discern colour in darkness, only shades of gray.

Fey Ancestry. Bethrynna has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Cleric:

Spellcasting. Bethrynna knows five cantrips from the cleric spell list. She can prepare a number of spells equal to her Wisdom modifier + her cleric level (14). After a long rest she can change any of the spells on her prepared list.

Life Domain. Bethrynna has ten free spells that she always has prepared; bless, cure wounds, lesser restoration, spiritual weapon, beacon of hope, revivify, death ward, guardian of faith, mass cure wounds, raise dead.

Disciple of Life. Bethrynna’s healing spells are more effective. Whenever she uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Destroy Undead. When an undead fails its saving throw against Bethrynna’s Turn Undead feature, the creature is instantly destroyed if it’s challenge rating is at or below 1CR.

Divine Intervention. Bethrynna can implore Ilmater’s aid. She must describe the assistance she seeks and roll a percentile dice. If she rolls a number equal to or lower than her cleric level (10), then Ilmater intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If Ilmater intervenes, Bethrynna can’t use this feature again for 7 days. Otherwise she can use it again after a long rest.

Channel Divinity. Bethrynna can use either Turn Undead or Preserve Life twice before taking a short or long rest.

Turn Undead. As an action, Bethrynna presents her holy symbol and seeks a prayer censuring the undead. Each undead that can see or hear her within 30 of her must make a Wisdom saving throw. If the creature fails its saving throw, it is turned away for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from her as it can, and it can’t willingly move to a space within 30 feet of her. 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 is nowhere to more, the creature can use the Dodge action.

Preserve Life. As an action, Bethrynna presents her holy symbol and evokes healing energy that can restore a number of hit points equal to five times her cleric level (50). Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half its hit point maximum. you can’t use this feature on an undead or a construct.

Blessed Healer. When Bethrynna casts a spell of 1st level or higher that restores hit points to a creature other than her, she regains hit points equal to 2+ the spell’s level.

Divine Strike. Once on each of her turns when she hits a creature with a weapon attack, Bethrynna can cause the attack to deal an extra 1d8 radiant damage to the target. At 14th level the damage becomes 2d8.

Acolyte:

Feature: Shelter of the Faithful. As an acolyte, Bethrynna commands the respect of followers of Ilmater, and she can perform the religious ceremonies of the church. She and her companions can expect to receive free healing and care at a temple, shrine, or other established presence of Ilmater, thought you must provide any material components needed for spells. The church of Ilmater will support her at a modest lifestyle. Bethrynna has specific ties to The Abbey of the Enduring Heart, and has a residence there. Whilst near home she can call on priests for assistance, provided this assistance is not hazardous.

Equipment

CP – 118 SP – 32 EP – 00 GP – 3226 PP – 00

Holy Symbol, prayer book, 5 sticks of incense, vestments, common clothes, belt pouch, mace, chain mail, light crossbow, shield, backpack, bedroll, mess kit, tinderbox, 10 torches, 8 days rations, waterskin, 50′ rope, mithril plate armour (no disadvantage to stealth, unless there are light sources nearby)

20 Bolts

Magic Items

Wind Fan – While holding this fan, Bethrynna can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20% change of not working and tearing into useless non-magical tatters.

Spells

Spell Save DC – 16

Spell Attack Modifier – +8

Cantrips: Light, Mending, Resistance, Sacred Flame, Spare the dying

(prepare 14 – slots 4 1st/3 2nd/3 3rd/3 4th/2 5th)