Onóir: Satyr Hermit True Neutral

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Satyr Hermit

Onóir
True Neutral
17 Life

+6 14
19
Bless + Cure Wounds

19 +3 35ft Lesser Restoration + Spiritual Weapon


Beacon of Hope + Revivify
Death Ward + Guardian of Faith
Mass Cure Wounds + Raise Dead

139
+2
Bonus Proficiency;

+2
+2
129 Disciple of Life
Also starting at 1st level, your healing spells are more effective.
Whenever you use a spell of 1st level or higher to restore hit

14 points to a creature, the creature regains additional hit points


equal to 2 + the spell's level.

+3

0 17
+3
+3
Preserve Life
+3 You can use your Channel Divinity to heal the badly injured.
+3 Action. You present your holy symbol and evoke healing energy that can
restore a number of hit points equal to five times your cleric level. Choose

16 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 of its hit
point maximum. You can't use this feature on an undead or a construct.
Ram +8 Pierc. 1d4+2
+3
Rainbow Rapier +3 +12 pr. 1d8+4 r1d8+2
+3 Weapons 2d8 radiant
16
+1

+1 0
+1
+1
+1
10 18 2
13 ● +7
● +7

◆ +11

+5
+5
● +11

● +11

20 +5
+5
Blessed Healer
Beginning at 6th level, the healing spells you cast on
◆ +5 others heal you as well. When you cast a spell of 1st level

-1
-1 or higher that restores hit points to a creature other than
-1 you, you regain hit points equal to 2 + the spell's level.
● +5

9 ● +5
● ● ● ● ● ● ● ● ●

● ● ● ● ●
Divine Strike
● ● ● ●
At 8th level, you gain the ability to infuse your weapon strikes
● with divine energy. Once on each of your turns when you hit a
Fey; creature with a weapon attack, you can cause the attack to
Ram; deal an extra 1d8 radiant damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Magic Resistance;
0 3
Mirthful Leaps; Decompose Daylight

Reveler; 0 Guidancce 3 Sending

Fey touched; 0 Spare the Dying 4 Stone Shape

Warcaster; 0 Toll the Dead 4 Banishment

Weapon Mastery; 0 Thaumaturgy 5 Greater Restoration

1 Bane 5 Insect Plague

1 Command 6 Heal

1 Inflict Wounds 7 Temple of The Gods

Avalonian (comum); Sylvan; 1 Healing Word 8 Sunburst

Primordial; Sotjan (still learning) 1 Purify Food and Water 5 Holy Weapon
● ●
2 Misty Step 4 Death Ward

2 ● Prayer of Healing 9 Mass Heal


Supreme Healing
● 2 Calm Emotions
Starting at 17th level, when you would normally roll one or more dice to
Lyre; 2 Blindness/Deafness restore hit points with a spell, you instead use the highest number
Herbalism kit; 3 Dispel Magic possible for each die. For example, instead of restoring 2d6 hit points to
● ● Rapier, Short sword, Pike, Scimitar; 3 Spirit Guardians
a creature, you restore 12.

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