Saul Applecairn

Description:

Saulhen Applecairn, Stout Halfling, Size S Cleric (1) Move 25’
STR 10 (0, Melee atk: 0 hit, 1d8/1d6 dmg (Q-staff). Weight: 70.5#)
DEX 15 (+ 2, AC 13. Ranged atk: + 2 hit, 1d6 dmg (Sling))
CON 11 (0, HP: 8)
INT 9 (-1)
WIS 18 (+ 4, + 5 Magic atk.)
CHA 16 (+ 3)

Skills
Gather Rumors, Knowledge (Nature), Knowledge (Folklore), Persuade, and Profession (Healer)

Gear (70.5 #)
Leather armor (light, AC 11+dex, 15#)
Quarterstaff (1d8/1d6 bludgeon, double-weapon, finesse, 2-handed, 4#)
Sling, 50 bullets (1d4 bludgeon, 30’/120’, ½#)
Belt pouch
Adventurer’s pack (backpack, healer’s kit, mess kit, 50’ of hempen rope, a tinderbox, 10 torches, 10 days of rations, and a water skin , 38#)
Holy symbol (Neg. weight)
Fishing tackle (4#)
Tome (herbal lore, 5#)
Clothes, common (3#)
93 GP, 2 SP.

Spells
Cantrips: Cure Minor Wounds (bonus), Lance of Faith
First: Cure Light Wounds (bonus), 2 more (Bless, Cause Fear, Command, Create Water, Detect Magic, Detect Undead, Divine Favor, Inflict Light Wounds, Protection from Evil, Sanctuary, Shield of Faith)

Bio:

Halfling
Size: Small. As a Small creature, you cannot use heavy weapons.
Speed: 25 feet.
Halfling Weapon Training: When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by a step: from d4 to d6, or d6 to d8.
Lucky: Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Halfling Nimbleness: You can move through the spaces of hostile creatures that are larger than you.
Languages: You can speak, read, and write Common and Halfling.
Fearless: When you are frightened, you can take an action to end the frightening effect on yourself.

Cleric (D8 HD)
+0 Weapon
+1 Spell bonus
Channel divinity 1/day
2 level-1 cleric spells
Ability Adjustment: +1 to your Wisdom,
Armor and Shield Proficiencies: None, but the deity you serve might grant you proficiencies
Weapon Proficiencies: Simple weapons
Skills: Knowledge (Nature)

Deity – The Lifegiver
Armor and Shield Proficiencies: You are proficient with all armor and shields.
Cantrips: You know the cure minor wounds cantrip, plus one cantrip of your choice from the cleric’s cantrip list.
Channel Divinity: You gain the Channel Positive Energy and Channel Regrowth options.
Disciple of Life: When you cast any of the Lifegiver’s domain spells, the spell restores additional hit points equal to 2 + the spell’s level.
Domain Spells: You always have the following spells prepared, provided you are able to cast cleric spells of the given level. They do not count against the number of spells you can prepare each day.
Cure Light Wounds (1st), Cure Moderate Wounds (2nd), Cure Serious Wounds (3rd), Cure Critical Wounds (4th), and Mass Cure Wounds (5th)

Channel Positive Energy As an action, you can expend one of your uses of channel divinity to channel positive energy. When you do so, each undead creature within 30 feet of you that has hit points equal to or less than twice your cleric level is destroyed. Each remaining undead creature within 30 feet of you that has hit points equal to or less than five times your cleric level is turned. A turned creature is affected for 1 minute or until it takes damage from an attack or a spell. It must spend its turns trying to get as far away from you as it can. It cannot willingly move within 30 feet of you (unless there is nowhere else it can move), it cannot take reactions, and it can use its actions only to hustle or to try to escape from an effect that prevents it from moving.
Alternatively, when you channel positive energy, you can choose a living creature within 30 feet of you. That creature regains 2d8 hit points. If you are at least 11th level, the creature regains 4d8 hit points instead.
Channel Regrowth When you take damage, you can expend a use of your channel divinity as a reaction. When you do so, reduce the damage you take by 10. If you are at least 11th level, reduce the damage by 20 instead.

Background: Commoner
Skills: Gather Rumors, Knowledge (Folklore), Persuade, and Profession (Healer)
Trait—“Salt of the Earth”: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Specialty: Hedge magician
Level 1:
Herbalism – You have studied the medicinal and poisonous qualities of plants and can use that knowledge to create various remedies.
Prerequisite: Intelligence 11 or higher
Benefit: You can spend one hour to create up to three items, chosen in any combination from this list. To create an item, you must expend material components (herbs, vials, cloth, and the like) worth the amount given for each item.
• Antitoxin (25 GP) • Healer’s kit (2 GP, 5 sp) • Potion of healing (25 GP)
Additionally, you can automatically determine by sight or smell whether an herb is poisonous.

Saul Applecairn

Cerulean, bastion of eternity Eshu Eshu