Clementine Corwin
Clementine Corwin
Sheet
AC 17 · HP 210 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- MedicineWIS
- PersuasionCHA
- ReligionINT
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- FisticuffsLevel 1
Use 1d8 for unarmed strikes and pugilist weapons. Can make an unarmed strike as a bonus action. Improvised weapons have the Sap mastery property.
Always on
- Iron ChinLevel 1
While wearing light or no armor and no shield, AC equals 12 plus Constitution modifier.
- MoxieLevel 2
Have 6 Moxie points. Can spend to use Brace Up, One-Two Punch, or Stick and Move. Regain on short/long rest.
- Bloodied But UnbowedLevel 2
Reaction to regain Moxie points when damaged. If bloodied, gain temporary HP.
- Extra AttackLevel 5
Can attack twice with the Attack action.
- Moxie-Fueled FistsLevel 6
Unarmed strikes can deal Force damage.
- Disciple of LifeLevel 1
Healing spells restore extra hit points equal to 2 plus the spell level.
- Blessed HealerLevel 6
When casting a healing spell on others, you regain HP equal to 2 plus the spell level.
- Divine StrikeLevel 8
Once per turn, deal 1d8 Radiant damage on a weapon hit.
- Quick DrawLevel 1
Advantage on Initiative rolls. Draw two weapons without the two-handed property at once.
- Versatile (SkilledHumanAthletics)
- TraitHumanResourceful (Heroic Inspiration on Long Rest)
- Magic ApprenticeAcolyte
Through your acolyte training, you have learned two cantrips (Spare the Dying, Light) and one 1st-level spell (Bless) from the Cleric spell list.
Spells
7 spellsSpellcasting. Clementine Corwin casts with Wisdom (spell save DC 20, to hit with spell attacks).
1st level (4 slots): ,
2nd level (3 slots):
3rd level (3 slots):
4th level (3 slots): no spells
5th level (2 slots):
6th level (1 slot):
7th level (1 slot):
Gear
4 itemsWeapons
- RevolverA well maintained sidearm from her time in the southern reaches.
Tools
- Medical SatchelContains sutures, balms, and surgical tools.
Gear
- Dawnglow Silk RobesOrnate sleeveless robes that catch the light like a sunrise.
- Silver Sunburst PendantA small silver sun, symbol of Valorys.
Appearance
Clementine has a composed facial structure with high cheekbones and a straight nose. Her dark brown hair is cut into a practical, short bob falling just above her shoulders. Her eyes are a sharp, deep amber that reflect her pragmatic nature. She wears sleeveless robes of dawnglow silk woven with sunbursts, revealing muscular arms often covered in medical stains or bruising from street combat.
Mannerisms
She habitually presses her lips into a thin line and tilts her head slightly to the left when assessing a patient or an opponent.
Personality
Detached, professional, and deeply pragmatic. Clementine is a woman of few words who values efficiency over sentimentality. She believes that healing is a mechanical necessity of the world, often performed with a cold focus. She is not unkind, but she has seen enough suffering to know that pity does not stitch a wound. She respects strength and loyalty but answers only to her own strict code of medical ethics.
Ideals
Professionalism. Regardless of who someone is or what they have done, they deserve competent medical care as long as they can pay or provide service. One should always be the master of their own tools.
Bonds
She feels a lingering responsibility to the mountain temple of Valorys, though she can never return. She is bound by a contract of mutual respect with Ripley, the leader of the Shroud Syndicate.
Flaws
She has become so detached from suffering that she can appear monstrously cold. Her refusal to take sides often leaves her with enemies on both sides of any conflict.
Quirks
Background
Born in the foothills of the Dragon's Teeth mountains, Clementine was raised as an acolyte of Valorys. Her life changed when a plague ravaged her city and she was forced to defend her temple with her fists against desperate looters. This event revealed her duality as a Street Saint, someone who heals the faithful but breaks the wicked. She eventually left the temple to work as a mercenary medic, honing her skills in the bloody campaigns of the south. After years of wandering, she arrived in the desert city of Zahra-Nur. There, she established a clinic that served both the innocent and the criminal, catching the eye of the Shroud Syndicate. She accepted a position as their Head of Medical, finding that the syndicate's brutal efficiency matched her own worldview. She now operates from the shadows, mending the broken and enforcing the Syndicate's health with an iron fist.
“Her life changed when a plague ravaged her city and she was forced to defend her temple with her fists against desperate looters.”
- Background
- Acolyte
Connections
Species
Human
Media
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