Clementine Corwin
Clementine Corwin
Sheet
AC 17 · HP 204 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PersuasionCHA
- ReligionINT
Armor
Weapons
Tools
Languages
Features
19 featuresBonus action
- FisticuffsLevel 1
Mastery of Unarmed Strikes and Improvised weapons. Fisticuffs die is 1d8. Can make Unarmed Strike as a Bonus Action.
- Lay On HandsLevel 3
Healing pool of 18 HP. Can use a Bonus Action to heal or remove Poisoned condition.
- Dig DeepLevel 4
Bonus Action for resistance to physical damage and ignoring exhaustion levels for 10 minutes.
Always on
- Iron ChinLevel 1
Base AC equals 12 plus Constitution modifier when unarmored and not wielding a shield.
- MoxieLevel 2
6 Moxie points to fuel Brace Up, One-Two Punch, and Stick and Move.
- Bloodied But UnbowedLevel 2
Reaction to regain Moxie points when taking damage. Gain Temp HP if Bloodied.
- Street Saint: Channel DivinityLevel 3
Fists of Faith (Extra Radiant damage) or Grace of the Gods (Resistance to Necrotic and bonus to saves).
- Extra AttackLevel 5
Attack twice instead of once with the Attack action.
- Moxie-Fueled FistsLevel 6
Unarmed strikes and improvised weapon attacks can deal Force damage.
- Ravaged But ResoluteLevel 6
Replenish Lay On Hands pool when using Bloodied But Unbowed.
- Life Domain: Disciple of LifeLevel 1
Spells that restore HP grant additional healing equal to 2 plus the spell level.
- Blessed HealerLevel 6
Healing others with a spell also heals yourself by 2 plus the spell level.
- Divine StrikeLevel 8
Once per turn, deal an extra 1d8 radiant damage on a weapon attack.
- Quick DrawLevel 1
Advantage on Initiative rolls. Can draw or stow two weapons simultaneously.
- Weapon MasteryLevel 1
Utilize mastery properties: Sap (Improvised), Vex (Pistol), Slow (Musket).
- TraitHumanResourceful (Gain Heroic Inspiration whenever you roll a 1 for a d20 Test)
- TraitHumanSkilled (Gain proficiency in one additional skill)
- TraitHumanVersatile (Gain one additional Origin feat)
- Magic Initiate (Cleric)Acolyte
You know two cantrips (Resistance, Spare the Dying) and one 1st-level spell (Cure Wounds) from the Cleric list.
Spells
8 spellsSpellcasting. Clementine Corwin casts with Wisdom (spell save DC 20, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): ,
2nd level (3 slots): no spells
3rd level (3 slots):
4th level (3 slots): no spells
5th level (2 slots):
6th level (1 slot):
7th level (1 slot):
Gear
5 itemsWeapons
- Pistol1d10 piercing damage, Range 30/90, Loading property.
- Improvised Cudgel1d8 bludgeoning damage (Fisticuffs).
Gear
- Sleeveless Robes of Dawnglow SilkVibrant orange and white silk woven with sunburst patterns.
- Silver Sunburst PendantA symbol of Valorys used for divine focus.
- Medical SatchelHealer's kit with 10 uses and surgical tools.
Appearance
Clementine has a composed facial structure with high cheekbones and a straight nose, giving her an ascetic look. Her lips are thin and usually set in a firm line. She has a small scar across the bridge of her nose. Her dark brown hair is cut short, ending just above her shoulders. Her most striking feature is her deep amber eyes, which are sharp and assessing. She wears sleeveless robes of dawnglow silk and a silver sunburst pendant.
Mannerisms
She tends to look people up and down as if assessing their anatomy for potential points of failure. Her voice remains at a perfectly steady, low volume even in high stress situations.
Personality
Clementine is a study in detached professionalism and icy pragmatism. She views the body as a machine that needs maintenance, often ignoring the emotional outbursts of her patients. She is silent, observant, and speaks only when necessary. Despite her grim exterior, she has an unwavering personal code and will treat any wound with the same level of care, regardless of who inflicted it or why.
Ideals
Equality in suffering. Every wound is the same under my needle, regardless of the sigil the patient wears.
Bonds
My clinic in Zahra-Nur. It is the only place in this desert where life is consistently valued over profit.
Flaws
Ascetic detachment. I have forgotten how to mourn, viewing death as merely a medical failure rather than a personal tragedy.
Quirks
Background
Born in the foothills of the Dragon's Teeth mountains, Clementine was raised as a servant of Valorys. Her gentle hands learned the arts of mending and prayer, but a relentless plague and subsequent riots taught her the limits of divinity. She discovered that to protect the sanctuary, she had to become a force of nature herself. After three years as a mercenary medic where she earned the moniker Saint of Steel, she migrated to the desert city of Zahra-Nur. In the lawless sands, she established a clinic where medical necessity was the only law. Her reputation for silent efficiency caught the eye of the Shroud Syndicate, the city's preeminent criminal organization. Seeing an opportunity to provide high level care to those whom society had abandoned, Clementine agreed to become their Head of Medical. She operates with total autonomy, mending the syndicates broken assassins while ensuring that no one, not even her employers, gets in the way of her duties.
“Her gentle hands learned the arts of mending and prayer, but a relentless plague and subsequent riots taught her the limits of divinity.”
- Background
- Acolyte
Connections
Species
Human
Media
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