Half-Elf Cleric


Name: ______________________ Gender: ___________

As a half-elf, you combine the best features of your human and elf bloodlines. You are charismatic, confident, and a natural leader. As a cleric, you use your prayers to heal and bolster your teammates.

Hit Points 26
Bloodied 13
Healing Surge 6
Surges Per Day 9
Initiative +0
Action Points 0


AC 16
Fortitude 12
Reflex 10
Will 15


Melee Basic Attack: 1d20+3 (mace)
Damage: 1d8+1
Ranged Basic Attack: 1d20+2 (crossbow)
Damage: 1d8

Racial Traits

Height: 5’11" Weight: 160 lb. Size: Medium
Speed: 5 squares Vision: Low-light
Languages: Common, Draconic, Elven
Alignment: Lawful Good

Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.

Class Features

Channel Divinity: You can use one of these special divine powers once per encounter.

Healer’s Lore: When you grant healing with one of your cleric powers that has the Healing keyword, add +3 to the number of restored hit points (not included).

At-Will Powers

Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: 1d20 + 3 vs. Reflex
Hit: 1d8 + 3 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.

Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: 1d20 + 3 vs. Reflex
Hit: 1d6 + 3 radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.

Encounter Power

Healing Strike Cleric Attack 1
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter ✦ Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: 1d20 + 3 vs. AC
Hit: 2d8 + 1 radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.

Healing Word Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.

Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: 1d20 + 3 vs. Will
Hit: 1d10 + 3 radiant damage, and you can push the target 6 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Bolstering Strike Paladin Attack 1
You attack your foe without mercy or reprieve, and your accuracy is rewarded with a divine gift of vigor.
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: 1d20 + 5 vs. AC
Hit: 1d8 + 3 damage, and you gain 3 temporary hit points.

Daily Power

Beacon of Hope Cleric Attack 1
A burst of divine energy harms your foes and heals your allies.
Daily ✦ Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: 1d20 + 3 vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.


Human Perseverance: You gain a +1 feat bonus to saving throws.


Armor: Chain mail.
Weapon: Mace, crossbow, crossbow bolts (20). Your crossbow has a range of 15/30.
Adventurer’s Kit: This kit includes: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin.
Holy symbol of Bahamut
Gold: 10 gp

Ability Scores Check Modifier
Str 13 +1
Con 14 +2
Dex 11 +0
Int 10 +0
Wis 16 +3
Cha 16 +3
Skills (Ability) Trained? Modifier
Acrobatics (Dex) -1
Arcana (Int) Yes +5
Athletics (Str) +0
Bluff (Cha) +3
Diplomacy (Cha) +5
Dungeoneering (Wis) +3
Endurance (Con) +1
Heal (Wis) Yes +8
History (Int) Yes +5
Insight (Wis) +5
Intimidate (Cha) +3
Nature (Wis) +3
Perception (Wis) +3
Religion (Int) Yes +5
Stealth (Dex) -1
Streetwise (Cha) +3
Thievery (Dex) -1

Half-Elf Cleric

H1 Keep on the Shadowfell DBloch2011