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Carver Merged

The document details a Level 4 Revenant Cleric character named Carver, who is a Neutral Good Knight of the Order. It outlines his abilities, traits, spells, and equipment, including his proficiency in various skills and combat capabilities. Additionally, it provides insights into his background, personality traits, and the features associated with his undead nature.

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diogo.silveira
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0% found this document useful (0 votes)
32 views10 pages

Carver Merged

The document details a Level 4 Revenant Cleric character named Carver, who is a Neutral Good Knight of the Order. It outlines his abilities, traits, spells, and equipment, including his proficiency in various skills and combat capabilities. Additionally, it provides insights into his background, personality traits, and the features associated with his undead nature.

Uploaded by

diogo.silveira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 4 Revenant Cleric 6450

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Carver
Knight of the Order Neutral Good Diogo
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Plate 20 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
18
SHIELD
AC
Shield War Caster. You have advantage on Constitution
N
CIE C
saving throws that you make to maintain your
+4 Strength concentration on a spell when you take damage.You
Y
PROFI

+4 can perform the somatic components of spells even


+1 Dexterity
when you have weapons or a shield in one or both
+4 Constitution ARMOR CLASS hands.When a hostile creature’s movement
DEXTERITY
+0 Intelligence
provokes an opportunity attack from you, you can
MAXIMUM HIT DICE TEMPORARY use your reaction to cast a spell at the creature,
13 ✘


+5 Wisdom

+1 Charisma
46 4d8 rather than making an opportunity attack. The spell
must have a casting time of 1 action and must
CONDITIONAL
target only that creature.
+1 Spellcasting. You can cast cleric spells as rituals. You
can prepare 7 spells from the cleric spell list. You
CURRENT HIT POINTS can use a holy symbol as your spellcasting focus.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Channel Divinity (1/Short Rest).
19 N
CIE C

+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft. Turn Undead (Action—Channel Divinity). Each
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION undead that can see or hear you within 30 feet of
+3 Animal Handling (Wis)
you must make a Wisdom saving throw. If the
+4 +0 Arcana (Int) Darkvision creature fails its saving throw, it is turned for 1
Immunities. Poison minute or until it takes any damage.A turned
+4 Athletics (Str)
creature must spend its turns trying to move as far
INTELLIGENCE -1 Deception (Cha) 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
11 ✘


+2 History (Int)
+5 Insight (Wis)
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
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS creature can use the Dodge action.
+0 +0 Investigation (Int)
Past Life.
✘ +5 Medicine (Wis) Human. Before your death, you were a Human and appear as an undead
version of it.
WISDOM +0 Nature (Int)
Living Dead. You are immune to disease. You do not need to eat or breathe.

17
Additionally, you have two creature types: humanoid and undead. You can be
+3 Perception (Wis) affected by a spell or ability if it works on either of your creature types.

-1 Performance (Cha) Restless. You treat exhaustion as if it was one level less. In addition, instead of
sleeping, you enter an inactive state for 4 hours each day. You do not dream in
✘ +1 Persuasion (Cha) this state; you are fully aware of your surroundings and notice approaching
+3 ✘ +2 Religion (Int)
enemies and other events as normal.

Unholy. When you regain hit points from a source that specifies it does not
function on undead, you only receive half as many hit points as the source
+1 Sleight of Hand (Dex) would normally provide, rounded down.
CHARISMA +1 Stealth (Dex) Bloodless. You are immune to poison damage and the poisoned condition.

8
Eternal Vengeance. You know at all times the general direction of and relative
+3 Survival (Wis) distance to a specific intelligent creature on whom you seek revenge for your
death.
SKILLS
Driven. You have advantage on saving throws against effects that turn undead
or would cause you to be frightened.
-1 13 PASSIVE PERCEPTION Unnatural Vitality. When you drop to 0 hit points, you can choose to stay
conscious instead of falling unconscious. If you do, you gain 8 temporary hit
points, which last for up to one minute. In this state, you can take an action or
bonus action on your turn, but not both, and can move only half of your
movement speed. You remain in this state until you regain hit points, or until
ADVANTAGE you no longer have temporary hit points. If you lose all temporary hit points in
this state while you are still at 0 hit points, you fall unconscious and begin
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Crossbow, Light 80/320 +3 vs AC 1d8+1 piercing
Ammunition, Loading, Two-Handed
FEATURES & TRAITS
War Pick 5 ft +4 vs AC 1d8+4 piercing

Longsword 5 ft +4 vs AC 1d8+4 slashing Armor Proficiencies. Light Armor, Medium Armor,


Versatile
Shield

Weapon Proficiencies. Simple Weapons

Tool Proficiencies. Lyre

Languages. Common, Celestial, Abyssal

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male
GENDER AGE HEIGHT WEIGHT
Carver Red Pale Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on
the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of
knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
I’ve lost too many friends, and I’m slow to make new
ones. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in
I can stare down a hell hound without flinching. Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important
than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are
open to all sorts of folk who are willing to battle and die for the order’s cause.
PERSONALITY TRAITS
The "Knightly Orders of Faerûn" sidebar details several of the orders that are active at present and is designed to help
inform your decision about which group you owe allegiance to.
Greater Good. Our lot is to lay down our lives in
defense of others. (Good)

IDEAL

Someone saved my life on the battlefield. To this


day, I will never leave a friend behind.

BOND

My hatred of my enemies is blind and unreasoning.

FLAW BACKGROUND STORY

Knightly Regard
You receive shelter and succor from members of your knightly
order and those who are sympathetic to its aims. If your order
is a religious one, you can gain aid from temples and other
religious communities of your deity. Knights of civic orders can
get help from the community- whether a lone settlement or a
great nation that they serve, and knights of philosophical
orders can find help from those they have aided in pursuit of
their ideals, and those who share those ideals.This help comes
in the form of shelter and meals, and healing when
appropriate, as well as occasionally risky assistance, such as a
band of local citizens rallying to aid a sorely pressed knight in a
fight, or those who support the order helping to smuggle a
knight out of town when he or she is being hunted unjustly.

BACKGROUND FEATURE

A silver spoon with an M engraved on the handle

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Clothes, Traveler’s 1 4
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Shield] 1 6
Crossbow, Light 1 5
Signet Ring 1 —
[War Pick] 1 2
Longsword 1 3
[Plate] 1 65

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 10 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

144.2 lb / 270 lb 540 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Wisdom +5 13 7

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric

CANTRIPS Banish the Weak Guidance


Judgment Toll the Dead

1ST LEVEL 4 SPELL SLOTS ● Bane ● Bless


● Cure Wounds ● Halo of Glory ● Sanctuary
● Shield of Faith Adjust Positioning Alter Arrow’s Fortune
Angelic Guardian Anticipate Weakness Avoid Grievous Injury
Barrier Beguiling Gift Blackblood
Blackflame Cauterizing Flame Ceremony
Ceremony Command Converse With Dragon
Create or Destroy Water Cruorwhip Crystalline Eye
Deep Breath Defy Ruin Detect Chaos and Order
Detect Evil and Good Detect Magic Detect Poison and Disease
Divine Arm Endurance Flash
Flurry Foretell Distraction Freeze Potion
Guiding Bolt Guiding Hand Guiding Thunderbolt
Hand of Helios Healing Word Helm’s Everwatchful Eye
Hobble Mount Inflict Burns Inflict Din
Inflict Pain Inflict Rime Inflict Wounds
Insightful Maneuver Interpret Bone Kobold’s Fury
Light of Lunia Loki’s Gift Machine Speech
Mend Flesh Murmurs of the Restless Pendulum
Protection from Evil and Good Purify Food and Drink Ray of Respite
Reaper’s Scythe Seer’s Reaction Shield of Devotion
Slippery Fingers Speak With Inanimate Object Stanch
Starlight Shroud Twist the Skein Veil of Shadow
Withered Sight Zen Archery
Wisdom +5 13 7

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Cleric

2ND LEVEL 3 SPELL SLOTS ● Hold Person ● Shield Other


● Spiritual Weapon Aid Analyze Blood
Anticipate Attack Augury Bind Spirit
Blessed Halo Blindness/Deafness Blood Lure
Blood Seal Calm Emotions Charm of Protection
Conjure Scarab Swarm Consecration Continual Flame
Desecration Detect Familiar Distracting Divination
Distraction Cascade Divine Ward Elemental Anguish
Enhance Ability Enhance Greed Find Traps
Gentle Repose Hand of the Grave Heartstop
Holy Missile Ice Hammer Incandescent Chain
Lesser Restoration Locate Object Mend Wounds
Necromantic Burst Power Word Kneel Prayer of Healing
Protection from Poison Radiating Blade of Tempus Rapid Burrowing
Repair Metal Sanctify Water Screen of Protection
Shade Shadows Brought to Light Shared Sacrifice
Silence Skystrike Snow Fort
Snowblind Stare Soothsayer’s Shield Starlight Spear
Suffer Time Step Trench
Ultraviolet Pulse Vital Mark Warding Bond
Warning Shout Winding Key Wotan’s Rede
Zone of Truth

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Spare the Dying


Banish the Weak Guidance Judgment
Evocation Cantrip Divination Cantrip Evocation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE touch RANGE Touch RANGE Touch
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 round
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S

You touch one creature and the sound of a harsh and judgemental You touch one willing creature. Once before the spell ends, the target Your hand momentarily flashes with light as you try to touch a
choir fills the air around it for a moment. The target must succeed on can roll a d4 and add the number rolled to one ability check of its creature. Make a melee spell attack against the target. You have
a Wisdom saving throw or take 1d8 radiant damage. If the target is choice. It can roll the die before or after making the ability check. The advantage on the attack roll if the target attacked a creature other
missing any of its hit points, it instead takes 1d12 radiant damage. spell then ends. than you on its last turn. On a hit, the target takes 1d6 radiant
The spell’s damage increases by one die when you reach 5th level damage, and it begins to shimmer faintly until the start of your next
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). turn. If the target attacks a creature other than you before then, it
immediately takes 1d6 radiant damage and the spell ends.
This spell’s damage increases by one die when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6)

Spellcasting (Cleric) The Elements and Beyond Spellcasting (Cleric) Player’s Handbook Spellcasting (Cleric) Blazing Dawn Player’s Companion

Spare the Dying Toll the Dead Bane


Necromancy Cantrip Necromancy Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a drop of blood)

You touch a living creature that has 0 hit points. The creature You point at one creature you can see within range, and the sound of Up to three creatures of your choice that you can see within range
becomes stable. This spell has no effect on undead or constructs. a dolorous bell fills the air around it for a moment. The target must must make Charisma saving throws. Whenever a target that fails this
succeed on a Wisdom saving throw or take 1d8 necrotic damage. If saving throw makes an attack roll or a saving throw before the spell
the target is missing any of its hit points, it instead takes 1d12 ends, the target must roll a d4 and subtract the number rolled from
necrotic damage. the attack roll or saving throw.
The spell’s damage increases by one die when you reach 5th level At Higher Levels. When you cast this spell using a spell slot of 2nd
(2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). level or higher, you can target one additional creature for each slot
level above 1st.

Prepared () Player’s Handbook Spellcasting (Cleric) Xanathar’s Guide to Everything Prepared (Cleric) Player’s Handbook

Bless Cure Wounds Halo of Glory


1st-level enchantment 1st-level evocation 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE Touch
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION 10 minutes
COMPONENTS V, S, M (a sprinkling of holy water) COMPONENTS V, S COMPONENTS V, S

You bless up to three creatures of your choice within range. A creature you touch regains a number of hit points equal to 1d8 + A glowing halo of light appears above the head of a creature you
Whenever a target makes an attack roll or a saving throw before the your spellcasting ability modifier. This spell has no effect on undead touch and lasts for the duration. The halo sheds bright light in a 10-
spell ends, the target can roll a d4 and add the number rolled to the or constructs. foot radius and dim light for an additional 10 feet, follows the target
attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd as it moves, and bathes the target in an impression of heavenly glory,
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above granting it advantage on Charisma (Intimidation) and Charisma
level or higher, you can target one additional creature for each slot 1st. (Persuasion) checks.
level above 1st. If a creature hits the target with an attack before the spell ends,
the halo shoots a ray of light at the attacker, which must make a
Dexterity saving throw if it is within 60 feet of the target. On a failed
saving throw, the attacker takes 2d6 radiant damage. The spell ends
after shooting one ray.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the number of rays the halo can shoot before the
spell ends increases by one for each slot level above 1st.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) The Elements and Beyond
Sanctuary Shield of Faith Hold Person
1st-level abjuration 1st-level abjuration 2nd-level enchantment

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 30 feet RANGE 60 feet RANGE 60 feet
DURATION 1 minute DURATION Concentration, up to 10 minutes DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a small silver mirror) COMPONENTS V, S, M (a small parchment with a bit of holy text written on it) COMPONENTS V, S, M (a small, straight piece of iron)

You ward a creature within range against attack. Until the spell ends, A shimmering field appears and surrounds a creature of your choice Choose a humanoid that you can see within range. The target must
any creature who targets the warded creature with an attack or a within range, granting it a +2 bonus to AC for the duration. succeed on a Wisdom saving throw or be paralyzed for the duration.
harmful spell must first make a Wisdom saving throw. On a failed At the end of each of its turns, the target can make another Wisdom
save, the creature must choose a new target or lose the attack or saving throw. On a success, the spell ends on the target.
spell. This spell doesn’t protect the warded creature from area At Higher Levels. When you cast this spell using a spell slot of 3rd
effects, such as the explosion of a fireball. If the warded creature level or higher, you can target on additional humanoid for each slot
makes an attack, casts a spell that affects an enemy, or deals damage level above 2nd. The humanoids must be within 30 feet of each other
to another creature, this spell ends. when you target them.

Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook Prepared (Cleric) Player’s Handbook

Shield Other Spiritual Weapon


2nd-level abjuration 2nd-level evocation

CASTING TIME 1 reaction, which you take when another creature within range that CASTING TIME 1 bonus action
you can see is hit by an attack or targeted by the magic missile spell
RANGE 15 feet RANGE 60 feet
DURATION 1 round DURATION 1 minute
COMPONENTS V, S, M (a bead bracelet) COMPONENTS V, S

A shimmering barrier of magical force appears and protects the You create a floating, spectral weapon within range that lasts for the
attacked creature. Until the start ofyour next turn, the target has a +5 duration or until you cast this spell again. When you cast the spell,
bonus to AC, including against the triggering attack, and it takes no you can make a melee spell attack against a creature within 5 feet of
damage from magic missile. the weapon. On a hit, the target takes force damage equal to 1d8 +
your spellcasting ability modifier. As a bonus action on your turn, you
can move the weapon up to 20 feet and repeat the attack against a
creature within 5 feet of it. The weapon can take whatever form you
choose. Clerics of deities who are associated with a particular
weapon (as St. Cuthbert is known for his mace and Thor for his
hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for every two slot levels
above the 2nd.

Prepared (Cleric) The Elements and Beyond Prepared (Cleric) Player’s Handbook
Clothes, Traveler’s Backpack Bedroll
Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

4 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Mess Kit Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Shield Crossbow, Light Signet Ring
Armor Weapons Adventuring Gear

A shield is made from wood or metal and is carried in one


hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

6 lb. Player’s Handbook 5 lb. Player’s Handbook — Player’s Handbook

War Pick Longsword Plate


Weapons Weapons Armor

Plate consists of shaped, interlocking metal plates to cover


the entire body. A suit of plate includes gauntlets, heavy
leather boots, a visored helmet, and thick layers of padding
underneath the armor. Buckles and straps distribute the
weight over the body.

2 lb. Player’s Handbook 3 lb. Player’s Handbook 65 lb. Player’s Handbook


M
Martyr
artyr D
artyr
artyr
artyr Domain
omain
omain
omain
omain

T
he Martyr Domain is for those fierce holy
fighters that never give up from their causes,
Channel Divinity: Honorable
no matter how bad it gets, or what hardships Sacrifice
they encounter, they'll always be there fighting
Starting at 2nd level, you can use your channel divinity to
for what they believe in, even if it means paying
protect those around you.
the price with their lives.
When a creature within 30ft of you takes damage, you may
use your reaction to utter a word of prayer, transferring half of
Martyr Domain Spells the damage (rounded down) to you. The targeted creature
gains resistance to the same type of damage the attack that
Cleric Level Spells
triggered this ability dealt until the end of the current turn.
1st shield of faith, sanctuary
3rd prayer of healing, warding bond
Martyr's Bond
Beginning at 6th level, if you haven't moved yet this turn, you
5th beacon of hope, life transference
may use an action to touch a creature you can see. You lose
7th death ward, freedom of movement 10ft of movement, and the creature gains 10ft of movement
9th antilife shell, mass cure wounds for one minute. You only regain movement lost this way once
you finish a short or long rest, or if you choose to end the
ability's effect on a creature before its duration ends. You can
Mercy-Bringer only use this ability as long as it doesn't lower your movement
speed in this turn to 0. You can use this ability a number of
When you choose this domain at 1st level, you gain
proficiency in the Medicine skill, and you learn the spare the times equal to your Wisdom modifier (minimum of one) per
short or long rest.
dying cantrip, for you it counts as a cleric cantrip, and doesn't
count against the number of cantrips you know.
Power Heal
Armor of Life Starting at 8th level, whenever you cast a spell that restores
hit points you may add your proficiency bonus to the roll of
Also starting at 1st level, you may gift those you deem worth
the spell.
your cause with will to keep fighting. As an action on your turn
you may touch a creature and give it temporary hit points
equal to your wisdom modifier, you may use this feature a
Vision of the Seven Heavens
number of times equal to your proficiency bonus per short or Beginning at 17th level, not even death can stop the true
long rest. martyr from seeking their cause.
When you are reduced to 0 Hit Points, but not killed
outright, you can use your reaction to instead drop to 1 Hit
Point. As you do, you unleash a blast of energy within 30ft of
you, gifting creatures you choose within the blast's range
resistance to the type of damage that triggered the ability for
one minute, and healing them for an amount equal to your
Cleric level + your Wisdom modifier. You may benefit from this
ability once per long rest.

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