Medium TBC, Healer, Any
Will join if the below are in the party:
Roku, Arax, Lyra (Dead)
Samatha is a Healer using Wisdom as spell casting Ability. Her Spell Save DC = 15, her Spell Attack = +7 Potent Spellcasting: Adds wisdom mod to cantrip damage Samantha has 1st level spell slots x4 and 2nd level spell slots x3.
Spell | Casting Time | Range | Target | Duration | Attack/Saving Throw | Effect |
---|---|---|---|---|---|---|
Healing Word | 1 BA | 60 ft | Choice x1 | Instant - Concentration | - | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Cure Wounds | 1 A | Touch | Choice x1 | Instant | - | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Bless | 1 A | 30 ft | Up to 3 creatures | 1 minute - Concentration | - | You bless up to three creatures of your 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. |
Spell | Time | Range | Hit/DC | Effect | |
---|---|---|---|---|---|
Guidance (C) | 1 action | Touch | - | You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. | |
Sacred Flame | 1 action | 60 ft | 2d8 | Flame-like radiance descends on a creature that you 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. | |
Light | 1 action | Touch | - | Duration: 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. |
Weapon | To Hit | Damage |
---|---|---|
Club (Bludgeoning) | +3 | 2 1d4 |