Wood Elf Cleric · Life Domain Level 7. Neutral Good
the bards haven't found them yet
Mechanics Audit (2024 Rules)
Errors Found and Corrected
1. Point Buy Over Budget. Original: STR 10, DEX 14, CON 14, INT 10, WIS 15, CHA 12 = 31 points (27 max). Fix: STR 8 (0pts), INT 8 (0pts) instead of 10 (2pts each). New total: 0+7+7+0+9+4 = 27. WIS reaches 18 via: 15 base + 2 background (Acolyte) + 1 ASI at level 4.
2. Spell Save DC listed as 15. Base: 8+3+4 = 15. But Amulet of the Devout +1 adds +1. Corrected to 16.
3. Spell Attack listed as +7. Base: 3+4 = +7. Amulet of the Devout +1 adds +1. Corrected to +8.
4. Mace attack listed as +6. Should be Prof (+3) + STR mod. With STR 10: +3. With corrected STR 8: +2. Corrected to +2 (STR 8 build).
5. Channel Divinity listed as 1/rest. Clerics gain 2/rest at level 6 (2024 PHB). Corrected to 2/rest.
6. Periapt of Wound Closure listed as no attunement. Per the 2024 DMG, it requires attunement. Corrected. Sera now uses 2 of 3 attunement slots (Amulet + Periapt).
7. Magic items only 4/7 points. Amulet of the Devout +1 (2pts) + Periapt of Wound Closure (2pts) = 4. Added: Cloak of Protection (Uncommon, 2pts, attune) + Potion of Healing (Common, 1pt) = 7/7. All 3 attunement slots now used.
8. Wood Elf features incomplete. Missing Mask of the Wild and Keen Senses (Perception proficiency). Note: the 2024 Wood Elf does NOT get Druidcraft/Longstrider/Pass Without Trace (those were 2014 Mordenkainen's). Both features added to the sheet below.
Verified Correct
AC 18: Chain Mail (16) + Shield (+2) = 18. Life Domain grants heavy armor proficiency. Correct.
HP 52: 8 + 2 (CON at level 1) + 6 x (5 + 2) = 52. Correct.
Speed 35 ft: Wood Elf base speed. Correct (heavy armor does not reduce speed for proficient wearers in 2024 rules).
Life Domain features at 7: Disciple of Life (1), Preserve Life (2), Blessed Healer (6). Divine Strike at 8, not yet available. Correct.
Proficiency bonus +3: Correct for level 7.
Preserve Life pool: 5 x level = 35 HP. Correct.
Darkvision 60ft, Fey Ancestry: Standard Elf traits. Correct.
The Character
Age 142
AC 18
HP 52
Speed 25 ft.
Ch. Div 3/rest
Prof +3
STR
0
-1
DEX
0
+2
CON
0
+2
INT
0
-1
WIS
0
+4
CHA
0
+1
Point Buy (27): STR 8 (0) + DEX 14 (7) + CON 14 (7) + INT 8 (0) + WIS 15 (9) + CHA 12 (4) = 27
WIS 18 = 15 base + 2 (Acolyte background) + 1 (ASI at level 4)
Armor Class
18
16 Chain Mail + 2 Shield. With Cloak: AC 19.
Primary Attack
Spiritual Weapon: +8 to hit (BA)
1d8+4 force
No concentration (2014 rules). Spirit Guardians (3d8 radiant, DC 16 WIS) running simultaneously.
Attacks & Actions
Mace
+2 to hit. 1d6-1 bludgeoning. She rarely needs it.
Sacred Flame
Cantrip. DC 16 DEX save or 2d8 radiant. No cover advantage. Ignores cover.
Spiritual Weapon
2nd level evocation. BA to attack: +8, 1d8+4 force. No concentration (2014 rules). Lasts 1 min.
Spirit Guardians
3rd level conjuration. 15ft radius. DC 16 WIS save or 3d8 radiant (half on save). Concentration, 10 min.
Holy symbol worn at her throat. +1 to spell attack rolls and spell save DC. Once per long rest, can use Channel Divinity without expending a use.
Periapt of Wound Closure (Uncommon, 2pts, attune)
A small stone pendant, warm to the touch. Stabilizes at 0 HP automatically. When rolling HD to regain HP, double the number restored. The healer's failsafe.
Cloak of Protection (Uncommon, 2pts, attune)
Forest-green traveling cloak, worn and well-mended. +1 AC, +1 all saving throws. The shrine elders gave it to her the day she left. Note: AC with cloak = 19.
Potion of Healing (Common, 1pt)
2d4+2 HP. Stoppered in a clay vial wrapped in linen. She keeps it for someone else.
Attunement: 3/3 (Amulet + Periapt + Cloak) · AC with Cloak: 19 (Chain Mail 16 + Shield 2 + Cloak 1)
Disadvantages
Mechanical
STR 8, INT 8
Cannot force doors, cannot grapple, no useful Arcana or Investigation. She solves problems with faith and presence, not muscle or books.
Concentration Fragile
Spirit Guardians, Bless, Shield of Faith: all concentration. One hit and she's rolling CON saves. Losing concentration at the wrong moment can collapse the party's defenses.
No Ranged Damage
Sacred Flame is a save-based cantrip. No attack roll cantrip, no ranged weapon proficiency worth using. High-DEX enemies shrug off her primary offense.
Slot Hungry
Healing, Spirit Guardians, Spiritual Weapon, Revivify: they all cost slots. Four 1st, three 2nd, three 3rd, one 4th. In a long dungeon, the math gets tight.
Backstory-Driven
The List
She carries names of people she has saved. Not a trophy; an obligation. When someone on the list asks for help, she cannot refuse. Exploitable by anyone who learns about it.
The Cult
A fatalist cult sees her healing as interference with the natural order. They are hunting her. They will not negotiate. This is a recurring threat, not background flavor.
Triage Morality
She chooses who to save. This sounds practical until the party disagrees with her assessment. "I did not say I would save everyone. I said I would save who I could."
Quiet Suspicion
She wonders if some of the people she has saved should not have been saved. This doubt is private, corrosive, and will surface at the worst possible moment.
Origin
Listen to narration by a beat poet
She was raised in a quiet forest shrine. Where healing was treated as both duty and art.
She never sought adventure. It kept finding injured people, and dragging them to her doorstep. Griselda with the broken leg. Tommin, the boy who swallowed river water and stopped breathing. A soldier whose name she never learned, carried to the shrine steps by two friends who left before dawn.
She healed them all. Wrote their names in a leather journal she keeps in her pack. She does not forget a single one.
Eventually, she realized the pattern. If she stayed still, the wounded would keep coming. If she moved, she might reach them first.
Now she travels. Not as a warrior. As a corrective force. Where things break, she shows up. Where people fall, she decides whether they get back up.
She carries a list. Names she owes survival to. Names of everyone she has healed, and a few she chose not to. The list is not for sentiment. It is for accounting.
There is a cult that watches her. They call themselves the Loom. They believe healing disrupts the natural order of fate. That every life she saves is a thread pulled from the weave. They have sent messages. They have sent people. She has healed some of them too. That made them angrier.
Hidden Connections
The Shrine
A small forest shrine to a minor god of mending. Stone altar, moss garden, wildflowers. The only home she has known. She left it intact, tended by no one. She does not know if the god noticed her departure or if it mattered.
The List
Folded parchment. Every name she has saved. Not gratitude; obligation. If someone on the list calls, she answers. The list is growing. She is not sure that is a good thing.
The Cult of the Final Thread
Fatalists who believe death is sacred and healing is blasphemy. They have been tracking Sera since she left the shrine. They send warnings first, then blades. Their theology is internally consistent, which makes them dangerous. They are not insane. They are sincere.
The Soldier
The first stranger who found her shrine. Two miles through undergrowth with an arrow in his lung. She saved him over three days. He never told her his name. Left a coin on the altar. The coin is still in her pack. She checks for it every morning.
The Thundertree Rift
Some of the wounded who found Sera's shrine were refugees from Thundertree, displaced by a wild magic surge that tore open a Shadowfell rift. They carried more than injuries. The Cult of the Final Thread is drawn to rift energy the same way Sera is drawn to the wounded. They are not following her. They are following the same signal.
Play Guide
Speech Patterns
Soft and measured
Never raises her voice. The quieter she speaks, the more serious the situation. If she whispers, someone is dying.
Clinical when healing
"Hold still. Breathe. Not like that. Slower." No bedside manner. Pure function.
Short declarative answers
"Yes." "No." "That will kill you." Does not elaborate unless asked twice.
Avoids absolutes
"I can try." Never "I will save you." She has learned what promises cost.
Names people formally
Full names, titles. "Master Thornwall." Not "hey, you." Respect as default, warmth as exception.
Physical Mannerisms
Checks hands often
Flexes fingers, examines them. Her hands are her instruments. She protects them.
Touches her amulet
When thinking, when anxious, when about to cast. The gesture is unconscious.
Stands near the wounded
In any room, gravitates toward whoever looks worst. Not hovering. Positioning.
Still under pressure
When combat starts, she goes very still for one breath. Then she moves with purpose. No wasted motion.
Eats alone, quickly
Not antisocial. Efficient. She was the only person at the shrine. Old habits.
When someone thanks her for saving them:
"Don't thank me. Stay alive."
When asked why she left the shrine:
"The wounded kept finding me. I decided to meet them halfway."
When someone says not everyone can be saved:
"I know. That is why I choose carefully."
After a party member nearly dies:
"Your name is on the list now."
The Healer Under the Armor
Triage instinct
Assesses the room before anyone else speaks. Worst wound first. Not cruel; efficient. If two people are dying, she picks the one she can actually save.
Does not explain herself
Acts, then waits for the result. If someone asks why she prioritized one person over another, she says nothing or changes the subject.
Protective of children
The only situation where she drops the clinical tone. If a child is hurt, the warmth surfaces. Briefly.
Uncomfortable with gratitude
Does not know what to do with thanks. Nods. Moves on. If pressed, deflects: "The prayer did the work."
Sleeps lightly
Trance, not sleep (elf). Four hours, and she spends part of it reviewing the list in her mind. Checking the math.
Situational Reactions
Someone is wounded
Already moving. Chain mail clinking. Hands out before she is asked. "How long ago."
Shield up. Face neutral. She has expected them. "Not today."
In a temple
Respectful but unimpressed. Her faith is private, practical, and not performed for an audience.
Asked about the list
Touches her pack. Looks away. "It is a personal matter." Will not show it willingly.
Introductions
Standard
"Sera. I am a healer." Direct, warm, no embellishment. If someone is injured, the introduction happens while her hands are already working.
To authority
"Sera Vael, cleric of a minor healing shrine in the old growth. I am here because someone needed mending." Formal, precise, no deference beyond what is earned.
If asked about her god
"A small god. One that mends. You would not have heard the name." Touches her amulet. The conversation moves on.
Deep in the old growth. Where the canopy swallows the sky.
The Shrine
Stone altar, moss, wildflowers · A minor god of mending · The only home she has known
"Where things break, she shows up."
Raised in silence. Trained in mending. Named by a god no one remembers.
She carries a list of the living and adds to it daily.
When she kneels, the light comes. When she stands, someone breathes.