Freya
Medium Human Medic , Neutral Good
Armor Class 18 (Chain Mail, Shield)
Hit Points 48
Speed
30ft
Saving Throws Wisdom +7, Charisma +2
Skills History +3, Intimidation +2, Medicine +7, Religion +3
Languages Common, Abyssal
Challenge Level 5 Cleric
Description
While a small woman, Freya will not hesitate to fuck up a bitch. With scars on her right side of her face and muscles not common within clerics of her status, the chief medic of the Faction of Aitolis is here to terrify everyone to death. Ironically, she worships Belenus, god of sun, light, and warmth.
Spellcasting Ability: Wisdom
Spell Attack Modifier: +7
Spell Save DC: 15
Known Spells
1st (4 slots): Burning Hands, Faerie Fire, Cure Wounds, Inflict Wounds, Shield of Faith
2nd (3 slots): Flaming Sphere, Scorching Ray, Spiritual Weapon, Blindness/Deafness, Lesser Restoration, Aid
3rd (2 slots): Daylight, Fireball, Revivify, Mass Healing Word
At will: Light, Mending, Sacred Flame, Toll the Dead, Thaumaturgy
Actions
Flail Snail Themed Flail Melee Weapon Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 1d8+2 bludgeoning damage.
Channel Divinity (1/short rest)
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.
Radience of the Dawn: You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level
2d10+5 on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Reactions
Warding Flare You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.