Green
Green
Sheet
AC 18 · HP 52 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
19 featuresAction
- Channel Divinity, Preserve LifeLevel 2
As an action, Green presents his holy symbol and restores a total number of hit points equal to five times his cleric level, dividing the healing among creatures within 30 feet. This feature cannot restore a creature above half its hit point maximum and has no effect on undead or constructs.
Always on
- Guiding Bolt
When An enemy is within spell range
Green makes a melee spell attack. On a hit, the target takes 1d8 radiant damage, and Green can grant advantage on the next attack roll made against that target before the end of his next turn.
- Preserve Life
When Several allies are wounded and within 30 feet
Green presents his holy symbol and restores a total of 35 hit points divided among eligible creatures within 30 feet.
- Turn Undead
When Undead are within 30 feet
Green raises his holy symbol and forces undead within 30 feet to make Wisdom saving throws, turning those that fail.
- Field Blessing
When An ally needs magical healing
Green casts a healing spell on an ally, restoring additional hit points through Disciple of Life and regaining hit points through Blessed Healer.
- Extra Attack
When Green takes the Attack action
Green makes two attacks when he takes the Attack action, using his flail or another suitable weapon.
- SpellcastingLevel 1
Green is a 7th-level spellcaster. His spellcasting ability is Wisdom. He can use a holy symbol as a spellcasting focus and prepares cleric spells from the full cleric spell list.
- Divine Domain, Life DomainLevel 1
Green chooses the Life Domain. He gains domain spells, proficiency with heavy armor, and the Disciple of Life feature. His Life Domain spells are always prepared and do not count against the number of cleric spells he can prepare.
- Disciple of LifeLevel 1
When Green uses a spell of 1st level or higher to restore hit points to a creature, that creature regains additional hit points equal to 2 plus the spell's level.
- Channel Divinity, 1/restLevel 2
Green can use a holy symbol to channel divine energy. He can use Channel Divinity once between rests, and regains the ability after a short or long rest.
- Destroy Undead, CR 1/2Level 5
Green can destroy undead of challenge rating 1/2 or lower when they fail their saving throw against his Turn Undead feature.
- Blessed HealerLevel 6
When Green casts a healing spell of 1st level or higher on another creature, he regains hit points equal to 2 plus the spell's level.
- Divine InterventionLevel 7
Green can petition his deity for aid. After describing the assistance he seeks, he rolls a percentile die. If the result is equal to or lower than his cleric level, his deity intervenes. After a successful intervention, he cannot use this feature again for 7 days.
- Ability Score IncreaseHuman+1 to all ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- TraitHumanOne additional language of choice, Dwarvish
- TraitHumanHuman versatility and adaptability
- Military RankSoldier
Green can find the common room of an inn, a military encampment, or a similar place of rest and knows the military customs, ranks, and organization of the armies he served with. Soldiers loyal to his former command may recognize him and offer aid, though they will not endanger themselves for him.
Spells
19 spellsSpellcasting. Green casts with Wisdom (spell save DC 11, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , , ,
2nd level (3 slots): , , , , , ,
3rd level (3 slots): ,
4th level (1 slot):
Gear
11 itemsWeapons
- FlailA military flail used both as a weapon and as a practical symbol of his former service.
- Light crossbow and 20 boltsA light crossbow with 20 bolts, carried for situations where closing with an enemy would be unwise.
Armor
- Chain mailA well-maintained suit of chain mail with several mismatched replacement links.
- ShieldA sturdy wooden shield bearing a faded green-painted hand.
Gear
- Priest's packA priest's pack containing a backpack, blankets, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.
- Holy symbolA holy symbol mounted on a small metal disk, worn beneath his armor when traveling.
- Insignia of rankA military insignia from his former unit.
- Trophy from a fallen enemyA trophy taken from a fallen enemy soldier, kept as a reminder that every opponent was once someone's loved one.
- Bone diceA set of bone gaming dice used during long marches and night watches.
- Common clothes and 10 gpA common set of traveler's clothes and a pouch containing 10 gold pieces.
- Healer's kitA field medical kit containing clean linen, splints, needles, thread, salves, and small vials of spirits.
Appearance
Green is a sturdy human man with a broad infantryman's build, weather-darkened skin, and closely cropped brown hair beginning to silver at the temples. His hands are heavily callused from weapons, bandages, and years of fieldwork. He stands with an alert, balanced posture and habitually scans doors, windows, rooftops, and the hands of everyone nearby before settling into conversation. His chain mail is carefully maintained, but several links have been replaced with mismatched iron rings. A faded green cloth is tied around one forearm, once part of his army medical kit and now worn as a personal sign of service. His expression is practical and tired, though his smile is quick when he sees someone in need.
Mannerisms
Green checks the exits and the condition of nearby people before greeting anyone. He rubs his thumb across the edge of his holy symbol while thinking, taps two fingers against his shield when impatient, and gives battlefield-style instructions in a calm voice even during ordinary conversations. When treating an injury, he hums marching songs under his breath.
Personality
Green is direct, observant, and quietly compassionate. He speaks plainly, dislikes wasteful displays, and tends to judge people by what they do when someone else is frightened. He is at his warmest around other veterans, animals, and anyone trying hard despite poor odds. He rarely offers reassurance in poetic language. Instead, he checks the straps, counts the rations, and stays awake until everyone else is safe.
Ideals
No one is expendable. Orders, laws, and reputations matter less than the living person bleeding in front of me.
Bonds
He carries the field journal of the army surgeon who taught him both medicine and healing prayer. Green is determined to find the surgeon's missing daughter, who disappeared during the final months of the war. He also feels responsible for every former soldier who was abandoned when the army disbanded.
Flaws
Green treats every disagreement like a tactical problem and can become overbearing when others refuse his plan. He is uncomfortable accepting help, convinced that needing care makes him a burden. He also has a dangerous habit of returning to save people who have already chosen to abandon him.
Quirks
Background
Green was born in a rural human settlement where the army was one of the few institutions that offered a young man food, purpose, and a chance to see more of the world. He enlisted as infantry, expecting long marches and hard discipline. During his first campaign, a disastrous river crossing left dozens of soldiers wounded on the wrong side of the battlefield. Green learned medicine from necessity, copying the techniques of an army surgeon while treating men in mud, rain, and darkness. A traveling priest of a healing god later taught him the prayers that turned his practical skill into divine magic. Green never became a scholar of theology, but he learned that a battlefield prayer can be as useful as a tourniquet when spoken by someone who refuses to panic. The war ended without the glorious victory promised by recruiters. Treaties were signed, commanders went home, and the surviving infantry were discharged with little more than back pay and memories. Green found civilian peace strangely difficult. He missed the clarity of knowing who needed help and what had to be done next. Rather than return to a quiet farm life, he took up adventuring, seeing it as another kind of campaign where courage, discipline, and a healer's hands could keep good people alive. He travels beneath no lord's banner now, but he still keeps a careful watch, still shares the last clean bandage, and still believes that the best way to honor the dead is to save someone who might otherwise join them.
“He enlisted as infantry, expecting long marches and hard discipline.”
- Background
- Soldier
Connections
Species
Human
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