Helja Rumnaheim

Helja is a hill dwarf cleric PC played by Jasmine Pearson throughout the campaign.

Personality
Personality Traits:

Nothing can shake my optimistic attitude.

I see omens in every event and action. The gods try to speak to us, we just need to listen.

Ideal:

Charity. I always try to help those in need, no matter what the personal cost.

Bond:

I owe my life to the priest who took me in when my parents died.

Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

Backstory
When Helja was younger, she had dreams of adventure. It was a blast until the fateful day when she lost her party to goblins. Luckily, she managed to survive, but with a cost. The death of her dearest friends caused her to suffer greatly. This is when she turned to the temple of Caduceus for guidance and healing. She vowed she would never let her friend be murdered again so she devoted herself to the divine to protect her allies with all her being. Despite her troubled past, her dream remains. She will become a true hero.

Attacks and Spells
Spell Casting Ability = Wisdom

Spell Save DC = 13

Spell Attack Bonus = +5

Attacks
- Warhammer, 5ft range, +4 to hit, 1d8+2 bludgeoning damage

- Quarterstaff, 5ft range, +4 to hit, 1d6+2 bludgeoning

Cantrips
- Sacred Flame, 1 action, 60ft, instantaneous, V, S

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. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

- Spare the Dying, 1 action, touch, instantaneous, V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

- Virtue, 1 action, touch, 1 round, V, S

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

1st Level Spells
- Bless, 1 action, 30ft, concentration up to 1 minute, V, S, M (a sprinkling of holy water)

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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

- Cure Wounds, 1 action, touch, instantaneous, V, S

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. 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 1st.

- Divine Favour, 1 bonus action, self, concentration up to 1 minute, V, S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

- Guiding Bolt, 1 action, 120ft, 1 round, V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

- Healing Word, 1 bonus action, 60ft, instantaneous, V

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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

- Inflict Wounds, 1 action, touch, instantaneous, V, S

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Class Abilities
- Spellcasting. You can cast cleric spells as rituals. You can prepare 4 spells from the cleric spell list. You can use a holy symbol as your spellcasting focus.

- Disciple of Life. Whenever you use a spell of 1st level or higher to restore hp to a creature, the creature regains additional hp equal to 2 + the spell’s level.

Racial feats
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

- Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

- Stonecunning. A +4 on History checks related to origin of stonework.

Armour, Weapon and Tool Proficiencies
- Armour Proficiency in Light Armour, Medium Armour, Heavy Armour, Shields

- Weapon Proficiency in Batteaxes, Handaxes, Light Hammers, Warhammers, Simple Weapons

- Tool Proficiency in Smith's tools

Equipment
- Warhammer

- Shield

- Scalemail

- Quarterstaff

- Backpack

- Blanket

- Candles x10

- Tinder box

- Alms box

- Blocks of incense x2

- Censer

- Vestments x2

- 1 day rations x2

- Waterskin

- Holy symbol x2

- Prayer book

- Sticks of Incense x5

- Common Clothes

- Pouch containing 15gp