Sassmaster

Sassmaster is a female Wood Elf Life Domain Cleric currently at level 3.

## Inventory

* Scroll case full of study and prayer
* Herbalism kit
* Mace
* Leather armor
* Light crossbow
* Shield
* Holy symbol
* Sigurdr Pages
* Priest's Pack
	+ Backpack
	+ Blanket
	+ Candles (10)
	+ Tinderbox
	+ Alms box
	+ Blocks of incense (2)
	+ Censer
	+ Vestments
	+ Rations (2 days worth)
	+ Waterskin

## Abilities

#### Elf

* **Size And Speed**- Sassmaster is a Medium sized creature with a movement speed of 35 feet.
* **Darkvision**- Sassmaster can see 60 feet in the dark, but cannot discern color in the dark.
* **Fey Ancestry**- Sassmaster has advantage on saving throws against being charmed, and magic can't put her to sleep.
* **Trance**- Sassmaster does not sleep, and instead meditate for 4 hours in a semi-conscious state.
* **Keen Senses**- Sassmaster is proficient in the Perception skill.
* **Languages**- Sassmaster can speak Common, Elven, and Giant.
* **Elf Weapon Training**- Sassmaster is proficient with the longsword, shortsword, shortbow, and longbow.
* **Mask Of The Wild**- Sassmaster can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

#### Hermit

* **Discovery**- The quiet seclusion of Sassmaster's extended hermitage gave her access to a unique and powerful discovery.

#### Cleric

* **Spellcasting**- As a conduit of divine power, Sassmaster can cast Cleric spells.
	+ **Cantrips**- At level 1, Sassmaster knows three cantrips of her choice from the Cleric spell list. She learns additional Cleric cantrips of her choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
	+ **Spell Slots**- The Cleric table shows how many spell slots Sassmaster has to cast her Cleric spells of 1st level or higher. To cast one of these spells, she must expend a slot of the spell's level or higher. She regains all expended spell slots when she finishes a long rest. She prepares the list of Cleric spells that are available for her to cast, choosing from the Cleric spell list. When she does so, she chooses a number of Cleric spells equal to her Wisdom modifier+her Cleric level, minimum of one spell. The spells must be of a level for which she has spell slots. She can change her list of prepared spells when she finishes a long rest.
	+ **Spellcasting Ability**- Wisdom is Sassmaster's spellcasting ability for her Cleric spells. Sassmaster's spell save DC is 8+her proficiency bonus+her Wisdom modifier. Her spell attack modifier is her proficiency bonus+her Wisdom modifier.
	+ **Ritual Casting**- Sassmaster can cast a Cleric spell as a ritual if that spell has the ritual tag and she has the spell prepared.
	+ **Spellcasting Focus**- Sassmaster can use a holy symbol as a spellcasting focus for her Cleric spells.
* **Divine Domain (Life)**
	+ **Domain Spells**- Each domain has a list of spells- its domain spells that Sassmaster gains at the Cleric levels noted in the domain description. Once Sassmaster gains a domain spell, she always has it prepared, and it doesn't count against the number of spells she can prepare each day. If she has a domain spell that doesn't appear on the Cleric spell list, the spell is nonetheless a Cleric spell for her.
	+ **Bonus Proficiency**- Sassmaster gains proficiency with heavy armor.
	+ **Disciple Of Life**- Starting at 1st level, Sassmaster's healing spells are more effective. Whenever she uses 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.
	+ **Channel Divinity: Preserve Life**- Starting at 2nd level, Sassmaster can use her Channel Divinity to heal the badly injured. As an action, she presents her holy symbol and evokes healing energy that can restore a number of hit points equal to five times her Cleric level. She can choose any creatures within 30 feet of her, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. Sassmaster can't use this feature on an undead or a construct.
* **Channel Divinity**- Sassmaster starts with two Channel Divinity effects: Turn Undead and Preserve Life. When she uses her Channel Divinity, she chooses which effect to create. She must then finish a short or long rest to use her Channel Divinity again. Some Channel Divinity effects require saving throws. When she uses such an effect from this class, the DC equals her cleric spell save DC. Beginning at level 6, Sassmaster can use her Channel Divinity twice between rests, and beginning at level 18 she can use it three times between rests. When she finishes a short or long rest, she regains her expended uses.
* **Channel Divinity: Turn Undead**- As an action, Sassmaster presents her holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear Sassmaster within 30 feet of her 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 Sassmaster as it can, and it can't willingly move to a space within 30 feet of her. 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.

## Cleric Spells

These are spells Sassmaster always has prepared and does not need to prepare during long rests.

#### Cantrips

* **Sacred Flame**- Evocation
	+ 1 action, range of 60 feet
	+ Verbal, Somatic
	+ Instant
		- Flame-like radiance descends on a creature that Sassmaster can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
		- At Higher Levels: The spell's damage increases by 1d8 when Sassmaster reaches level 5, level 11, and level 17.
* **Spare The Dying**- Necromancy
	+ 1 action, range of touch
	+ Verbal, Somatic
	+ Instant
		- Sassmaster touches a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
* **Word Of Radiance**- Evocation
	+ 1 action, range of 5 feet
	+ Verbal, Material
	+ Instant
		- Sassmaster utters a divine word, and burning radiance erupts from her. Each creature of her choice that she can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
		- At Higher Levels: The spell's damage increases by 1d6 when Sassmaster reaches level 5, level 11, and level 17.

#### 1st Level

* **Bless**- Enchantment
	+ 1 action, range of 30 feet
	+ Verbal, Somatic, Material
	+ Concentration, up to 1 minute
		- Sassmaster blesses up to three creatures of her 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 Sassmaster casts this spell using a spell slot of 2nd level or higher, she can target one additional creature for each slot level above 1st.
* **Cure Wounds**- Evocation
	+ 1 action, range of touch
	+ Verbal, Somatic
	+ Instant
		- A creature Sassmaster touches regains a number of hit points equal to 1d8+her spellcasting ability modifier. This spell has no effect on undead or constructs.
		- At Higher Levels: When Sassmaster casts this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

#### 2nd Level

* **Lesser Restoration**- Abjuration
	+ 1 action, range of touch
	+ Verbal, Somatic
	+ Instant
		- Sassmaster touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
* **Spiritual Weapon**- Evocation
	+ 1 bonus action, range of 60 feet
	+ Verbal, Somatic
	+ 1 minute
		- Sassmaster creates a floating, spectral weapon within range that lasts for the duration or until she casts this spell again. When she casts the spell, she can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the traget takes force damage equal to 1d8+her spellcasting ability modifier. As a bonus action on her turn, she can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form she chooses.
		- At Higher Levels: When Sassmaster casts this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.