Mighty Morphin Midlands Rangers
DEAD - Ed the Cleric of Pelor
A human cleric
Character’s Name: Ed
Sex: Male Race: Human Background: Priest Class: Cleric Level: 4
Alignment: Neutral Good Deity: Pelor
Size: Medium Home: First Dominance, Fort Sword
Height: 5’ 8" Weight: 170 lb
Eyes: Dark Brown Hair: Black Skin: tanned
Description: Ed is a human male with dark brown eyes, a tanned complexion, and short black hair. He wears a pair of long blue trousers, a once white, now gray, worn tunic with mid-length sleeves, and a pair of heavy, black boots. He also wears a mid-length red vest, a red bandanna, and an old straw hat. Unless he’s expecting trouble then he grabs his chain mail to toss on.
Experience Points: 4,100
Strength 11 (1)
Constitution 14 (3)
Wisdom 18 (2)
Maximum Hit Points: 31
Speed: 25 feet [armor]
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 2 = + 2 [proficiency]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 0
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 3 = + 3 [intelligence]
Wisdom save: + 6 = + 2 [proficiency] + 4 [wisdom]
Charisma save: + 4 = + 2 [proficiency] + 2 [charisma]
Carry: 110 lb or less unencumbered
Languages: Abyssal, Celestial, Common, Draconic, Gnoll, Goblin, and Orc
Mace 3 to hit; 1d8+1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]
Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]
Steel Shield [ + 2 AC; 8 lb.]
Feats: Arcane Initiate
Proficiency bonus: +2
Acrobatics Dex +1 = +1
Animal Handling Wis +4 = +4
Arcana Wis +3 = +3
Athletics Str +0 = +0
Deception Cha +2 = +2
History Int +5 = +3 + 2
Insight Wis +6 = +4 + 2
Intimidation Cha +2 = +2
Medicine Wis +6 = +4 + 2
Nature Int +3 = +3
Perception Wis +4 = +4
Performance Cha +2 = +2
Persuasion Cha +2 = +2
Religion Int +5 = +3 + 2
Search Int +3 = +3
Sleight of Hand Dex +1 = +1
Stealth Dex +1 = +1
Survival Wis +4 = +4
First-level castings: 4/day
Second-level castings: 3/day
List your Cantrip(s) here:
Sacred Flame – Dex throw DC14, 1d8 damage, 60ft. range
Spare the Dying
List your First Level spells here: 4
Cure Wounds [Domain] 1d8+5, Touch Range
Protection from Evil
Guiding Bolt – 5 hps returned.
List your Second Level spells here: 3
Lessor Restoration [Domain]
Spiritual Weapon [Domain] 6 for up to 6 creatures, 30ft. range.
Zone of Truth
Arcane spells: [Uses Wisdom]
First-level castings: 1/day
List your Arcane Cantrip(s) here:
Fire Bolt – +6, 1d10 damage, range 120ft
List your First Level Arcane spells here: 1
Burning Hands – Range 15ft cone (starting at self), Dex roll 14 DC for half vs. 3d6 fire damage
Humans get +1 on each of the six ability scores (already included).
Humans learn one extra language.
The local clergy will help you and your like-thinking companions.
You will probably bring a holy symbol and some holy water.
Two extra languages of your choice (already included).
You are proficient with a healer’s kit.
Proficient in using a healer kit.
Discipline of Life: When ever he restores hps to a creature with a spell, the critter regains addition hps = to 2+ the spell’s level.
The DC to resist your spells is 8 + your wisdom modifier; add your proficiency bonus to DC and attacks if you are using a holy symbol.
Level 2: Channel Divinity (1 use between short rests)
Level 2: Channel Divinity – Preserve Life (As an action, can restore hps = to 5 times cleric level to any critters within 30 feet but it has to be at half full hp or lower)
Channel Divinity — Turn Undead
Level 6: Channel Divinity (2 uses between short rests)
Level 8: Divine Strike (once per turn, add 1d8 radiant to melee hit damage).
Level 10: Divine Intervention once a week — percent chance.
Level 14: Divine Strike (once per turn, add 2d8 radiant to melee hit damage).
Level 18: Channel Divinity (3 uses between short rests)
Life Cleric (domain)
Proficiency with heavy armor and shields.
When using a spell to restore hit points, recipient regains 2 + your level hit points.
Level 2: Channel Divinity — Restore Health. Distribute 5 x your level hit points to creatures with 25 feet who are at half hit points or below.
Level 20: Maximize all dice rolls to determine hit points restored.
Crossbow bolts (quiver of 32) -11
A small pack of cigars
Clothing change x1
Oil flasks x1
Potions of healing x1
Rations (1 day) x10
Rope (50’, hempen) x1
Spade / shovel
Healer kit (proficient)
Holy symbol (silver)
Spell component pouch
0ep 0pp 83gp 33sp 0cp
Special Power: Can flip a coin and always have it come up whatever he wants. This has alway worked, except once. He also flips or tumbles the coin down along his fingers back and forth as a nervous habit.
Mount: Mechanical Warhorse “Tin Can” or “Rust Butt” depending on his mood.
Background: His family is unknown to him as he was left in a basket on the steps of the old temple of Pelor. There was a card in the basket with a note asking them to take care of them signed “E.D.” and without knowing a name for him they started off calling him E.D.‘s kid before simply shortening it to Ed. Things went normally and he simply served the temple as best he could including heading out on missions to help those in need. One day he arrived a bit to late for a tinker and his wagon of goods which were surrounded by a number of orcs.
Ed fought his way through but was too late for the old gnome. There was a strange looking mechanical creature there with the gnome and for a time it refused to leave his side before Ed buried the man. Ed tried to ignore the thing then but it followed him. After a while they learned to get along with him winding it up and adding oil now and then.
One day he got a letter at the temple. He looked it over then crumpled it up and tossed it in the trash before going off to clean the temple. The mechanical warhorse went over and nosed through the garbage and took the letter out before moving to him and shaking it’s head. Grudgingly he looked over the letter with a sigh then looked into the lenses of the creature. “Heads I go, tails I don’t,” he offered with a grin and the horse snorted a bit of steam. It had seen him play the trick of making the coin go his way before. “No complaining,” he said with a chuckle as he flipped the coin and slapped it down on the back of his hand before checking it and blinking as it showed heads. He wasn’t quite sure but he thought the metal horse laughed in a.. well.. sorta horse way. “Right, no complaining,” he muttered slipping coin and letter into a pocket before starting chores again.
Almost a year later and he headed off towards the meeting place.
“In Darkest Night,
In Bleakest Day,
For Pelor’s power I do pray.
I summon light to guide my way.”
Shall evil spurn.”
Guide our blades to Pelor’s wants…”
Seal the wounds,
Pelor’s light doth mend your bones.”