Mr Aldershot, nature cleric

[sblock=Cleric 1]Mr Aldershot
NG Ghostwise Halfling Nature Cleric
Level 1
Abilities:
Str 8 (-1)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 16 (+3)
Cha 13 (+1)
Size S
Speed 25
AC 17 (with shield)
Init +2
Hit Points: 10 (1d8)
Proficiency bonus: +2
Proficiencies: all armour, shields, simple weapons
Saves: WIS, CHA
Skills: Insight, Persuasion, Animal Handling, Nature, Survival
Tools: Vehicle (land); Cook’s utensils
Languages: Common, Halfling
Attacks:
Club (shillelagh), 1d20+5, 1d8+3 bludgeoning (magical)
Club, 1d20-1, 1d4-1 bludgening
Sacred Flame, DC 13 Dex or 1d8 radiant, range 60 feet
Background (trait): Folk Hero (rustic hospitality)
Race abilities:
* Lucky: re-roll 1s on attack, ability checks, and saves.
* Brave: advantage on saves vs. frightened.
* Nimbleness: move through space of creatures only 1 size larger
* Silent Speech: communicate telepathically with one creature within 30' (must share language)
Class abilities:
* Spell slots: Level 1 (2); can prepare 4 spells/day; spell DC 13
* Cantrips: Mending, Guidance, Sacred Flame, Shillelagh
* Spells prepared (typical):
- level 1: (animal friendship, speak with animals) Bless, Healing Word, Cure Wounds, Command
Skills
+2 (dex) Acrobatics
+5 (wis) Animal Handling
+0 (int) Arcana
-1 (str) Athletics
+1 (cha) Deception
+0 (int) History
+5 (wis) Insight
+1 (cha) Intimidation
+0 (int) Investigation Passive: 10
+3 (wis) Medicine
+2 (int) Nature
+3 (wis) Perception Passive: 13
+1 (cha) Performance
+3 (cha) Persuasion
+0 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+5 (wis) Survival
Characteristics:
Personality: Gentle. Mr. Aldershot doesn't like to kill.
Ideal: Romance. Mr. Aldershot is lonely, and he would be happy if he found someone who shared his values with whom he cold live at peace.
Bond: Animals. Mr. Aldershot understands the life of an adventurer, but he will actively oppose harming any unintelligent beasts.
Flaw: Independently stubborn. Mr. Aldershot will sometimes get an idea in his head, and cannot be talked out of it with facts or reason: "You see one truth," he might say. "Mine is deeper."[/sblock]
[sblock=Equipment]
Chain shirt (50gp, 20 lbs)
Shield with divine emblem (15gp, 6 lbs) [divine focus]
amulet [divine focus] (5gp, 1 lbs)
traveller’s clothes (2gp, 4 lbs)
backpack (2gp, 5 lbs), containing:
* healer’s kit (5gp, 3 lbs)
* rations, 10 days (5gp, 20 lbs)
* mess kit (2sp, 1 lb)
* bedroll (1gp, 7 lbs)
* amulet [divine focus] (5gp, 1 lbs)
* chalk (1cp, -)
* signal whistle (5cp, -)
* soap (2cp, -)
* pouch (5sp, 1 lb) with 8gp 2sp 2cp.
total weight: 69 lbs
Carrying capacity: 120 lbs[/sblock]
[sblock=Story]At just under 3' tall, there is little of Mr. Aldershot that attracts notice. were his hair ands beard not grey, he might pass for a child, his taught skin and vibrant eyes revelling in youth, in enjoying the light of the sun and the smell of the fresh morning air.
Mr. Aldershot is not a normal cleric. For one thing, he is not especially religious. He does feel an obligation to nature, however, and so far, it seems, nature has rewarded him. When he meditates, he focuses his mind on the scents in the air, on the feel of the roots beneath his bare feet. He wants to understand this connection better; he feels it would help everyone. He even tested his belief for a few years, living with gnomes (they didn't scrub their fingernails clean before eating, but otherwise had very good hygiene and seemed to possess a natural rapport with animals) and, briefly, with a mated pair of centaurs until they foaled in the spring. A connection with nature does not come easily to Mr. Aldershot, but he believes that with discipline he can improve it, and make something better of himself.
Self improvement is key, you see. He's always said so. He does not want to be ostentatious, but he does want to be noticed. Someday, someone will see him for what he is. All nature is already on board with that plan. It's only the stubborn blindness of his fellow sentients that prevents him from achieving his purpose.
[/sblock]
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Looking forward:
[sblock=Cleric 2]Mr Aldershot
NG Ghostwise Halfling Nature Cleric
Level 2
Abilities:
Str 8 (-1)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 16 (+3)
Cha 13 (+1)
Size S
Speed 25
AC 17 (with shield)
Init +2
Hit Points: 17 (2d8)
Proficiency bonus: +2
Proficiencies: all armour, shields, simple weapons
Saves: WIS, CHA
Skills: Insight, Persuasion, Animal Handling, Nature, Survival
Tools: Vehicle (land); Cook’s utensils
Languages: Common, Halfling
Attacks:
Club (shillelagh), 1d20+5, 1d8+3 bludgeoning (magical)
Club, 1d20-1, 1d4-1 bludgening
Sacred Flame, DC 13 Dex or 1d8 radiant, range 60 feet
Background (trait): Folk Hero (rustic hospitality)
Race abilities:
* Lucky: re-roll 1s on attack, ability checks, and saves.
* Brave: advantage on saves vs. frightened.
* Nimbleness: move through space of creatures only 1 size larger
* Silent Speech: communicate telepathically with one creature within 30' (must share language)
Class abilities:
* Spell slots: Level 1 (3); can prepare 5 spells/day; spell DC 13
* Cantrips: Mending, Guidance, Sacred Flame, Shillelagh
* Channel Divinity (1/short or long)
- Turn Undead (30')
- Charm animals and plants (30')
* Spells prepared (typical):
- level 1: (animal friendship, speak with animals) Bless, Healing Word, Cure Wounds, Command, Purify Food and Drink
Skills
+2 (dex) Acrobatics
+5 (wis) Animal Handling
+0 (int) Arcana
-1 (str) Athletics
+1 (cha) Deception
+0 (int) History
+5 (wis) Insight
+1 (cha) Intimidation
+0 (int) Investigation Passive: 10
+3 (wis) Medicine
+2 (int) Nature
+3 (wis) Perception Passive: 13
+1 (cha) Performance
+3 (cha) Persuasion
+0 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+5 (wis) Survival
Characteristics:
Personality: Gentle. Mr. Aldershot doesn't like to kill.
Ideal: Romance. Mr. Aldershot is lonely, and he would be happy if he found someone who shared his values with whom he cold live at peace.
Bond: Animals. Mr. Aldershot understands the life of an adventurer, but he will actively oppose harming any unintelligent beasts.
Flaw: Independently stubborn. Mr. Aldershot will sometimes get an idea in his head, and cannot be talked out of it with facts or reason: "You see one truth," he might say. "Mine is deeper."[/sblock]