Medium Orc, Knowledge Cleric, Sage, Lawful Neutral
Spell Slots. The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose 10 cleric spells. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 15 Spell attack modifier = your proficiency bonus + your Wisdom modifier = +7 Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells. Cantrips. Guidance, Mending, Thaumaturgy, Toll the Dead 1st Level (4). Command, Identify 2nd Level (3). Augury, Suggestion 3rd Level (3). Nondetection, Speak with Dead
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest. Channel Divinity. You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You have two such effects: Turn Undead and Knowledge of the Ages. When you use your Channel Divinity, you choose which effect to create. You can use this feature twice must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage. two handed Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. Spear. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage. Channel Divinity: Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you 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 you as it can, and it can't willingly move to a space within 30 feet of you. 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. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 1/2 at or below. Channel Divinity: Knowledge of the Ages. You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. Channel Divinity: Read Thoughts. You can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait 3 times, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain 3 temporary hit points.