Father Belathor

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Jul 11, 2021 8:06 pm
The rattling of cart wheels over the bumpy lane distracted Belathor's thoughts as he studied his symbol, a simple piece of gold shaped into a rising sun.

https://i.imgur.com/rdgEASr.png

"Sorry Father's" shouted Jethro, the farmer carrying Belathor and his mentor, Dominic, to the Harpiye's Nest where they were to meet with the caravan heading toward the coast.

In the back of the cart, the two priests held onto the sides.

"Hopefully the caravan will be a little more comfortable for you," smiled Dominic.

"I hope so," responded Belathor, scratching the hair of his sideburns, "Lambor's Hold is no small distance away and you know I like my comforts. Are you sure you'll manage without me?"

"I'm sure we'll be fine," laughed Dominic.

It was his first trip away from the village since his ordination and Belthor was fearful of the outside world, of the strange people he would meet, the dangers of the road and mostly, the temptations. Lathander would see him through.

Pulling the chain back over his head, he allowed the medallion to rest on his chest, assuring himself to be open to the new experiences that would lie ahead. The delivery of the herbs was important to the village and Belathor wouldn't let anyone down.

The tavern and its bakery came into site and Belathor's sombre mood was dispelled, "Is that muffins I smell?"
Last edited August 14, 2021 10:20 am
Jul 30, 2021 6:39 pm
Level 2

+1d8+1 hp

Channel Divinity (Once per short/long rest)

Preserve Life
As an 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 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.

Turn Undead
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.

Spellcasting
3 Cantrips
3 x first level spells.

Rolls

HP - (1d8+1)

(2) + 1 = 3

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