Phyrra (Bobbi)

Drow Cleric

Description:

Abilities

Disciple of Life
Whenever you use 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.

Superior Darkvision
Your can see in dim light within 120 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Feature: Shelter of the Faithful
Free healing and care at a temple, shrine, or other established presence of your faith. Support from others of your faith. You can call upon the priests of your home temple for assistance.

Level 0

Guidance -
Divination

Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Resistance -
Abjuration

Casting Time: 1 action
Range: Touch
Components: V,S,M (a miniature cloak)
Duration: Concentration, up to 1 minute

you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Spare the Dying -
Necromancy

Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instant

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Level 1

Bless -
Enchantment

Casting Time: 1 action
Range: 30 feet
Components: V,S,M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st.

Create or Destroy Water -
transmutation

Casting Time: 1 action
Range: 30 feet
Components: V,S,M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instant

You either create or destroy water
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destory up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above the 1st.

Cure Wounds -
Evocation

Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instant

A creature you touch regains a number of hit points equal to 1d8 your spell casting ability modifier. This spell has no effect on undead or constructs.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above the 1st.

Detect Poison and Disease
Divination (ritual)

Casting Time: 1 action
Range: Self
Components: V,S,M (a yew leaf)
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Healing Word -
Evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instant

A creature of your choice that you can see within range regains hit points equal to 1d4+ your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above the 1st.

Sanctuary -
Abjuration

Casting Time: 1 bonus action
Range: 30 feet
Components: V,S,M (a small silver mirror)
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. The spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Bio:

Phyrra (Bobbi)

Shades of Wade wiesmyster