"By the sacred oak, I shall mend what is broken, purify what is tainted, and perhaps, eventually, understand this."
Race: Wood Elf
Class: Cleric (Life Domain 7)
Alignment: Lawful Good
Background: Acolyte (a devoted servant of a nature deity, now on a pilgrimage of unexpected discovery)
Motivation: Milly is devoutly committed to her deity (often a nature goddess associated with life, healing, and balance, like Mielikki or Silvanus). Her primary motivation is to spread healing, protect life, and maintain natural order. She firmly believes in structure, divine guidance, and propriety. The chaos and blatant absurdity surrounding Princess Hanavari deeply challenge her orderly worldview, yet her oath to protect life compels her to stay. She seeks to understand the "whys" of Hanavari's transformation, not just for knowledge, but to categorize it, to bring it within the bounds of natural (or at least divine) law, and to mitigate any potential harm it might cause. Ultimately, she serves as the moral compass and the primary healer, trying to bring a modicum of spiritual rectitude to an increasingly bizarre journey.
Hit Points: 58 (7d8 + Con mod x 7)
Armor Class: 19 (Chainmail + Shield)
Speed: 35ft
Initiative: +0
STRDEXCONINTWISCHA14 (+2)10 (+0)13 (+1)10 (+0)16 (+3)12 (+1)
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Saving Throws: Wisdom (+6), Charisma (+4)
Skills: Medicine (+6), Religion (+3), Insight (+6), Perception (+3), Athletics (+5), Nature (+3)
Armor: Light Armor, Medium Armor, Heavy Armor (Life Domain), Shields
Weapons: Simple Weapons, Martial Weapons (Life Domain)
Tools: Herbalism Kit
Languages: Common, Elvish, Celestial, Sylvan
Weapons:
"Veridian Heart" (Warhammer): A sturdy warhammer with a polished oaken haft and a head made of dark, forest-green iron. Functions as a +1 Warhammer. Once per short rest, when Milly hits a fiend or undead with this weapon, it takes an extra 1d6 radiant damage.
Light Crossbow: 20 bolts.
Armor:
"Shield of the Verdant Oak": A large, round wooden shield, reinforced with silver bands, bearing the gleaming emblem of a silver oak tree. AC +2.
"Mail of Righteousness" (Chainmail): Well-maintained, shining silver chainmail. AC 16.
Other Gear:
Holy Symbol (Wooden Oak Leaf Amulet): Her divine focus, always worn close.
Backpack: Containing rope, bedroll, mess kit, tinderbox, waterskin, 10 days of rations, prayer book.
Pouch: Containing 80 gp, a small collection of dried herbs.
Herbalism Kit: For creating poultices and salves.
Small, meticulously organized journal: Filled with prayers, observations of nature, and increasingly bewildered notes about her companions' antics.
Waterskin of Holy Water (x2): Prepared and blessed.
Disciple of Life (Life Domain 1): Whenever she uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity (Life Domain 2):
Preserve Life: As an action, she presents her holy symbol and invokes divine energy that can restore hit points to creatures of her choice within 30 feet of her. She restores a total of 5 x her cleric level (35) hit points, divided as she chooses among any creatures. This feature can't restore a creature to more than half of its hit point maximum.
Turn Undead (Cleric 2): As an action, she presents her holy symbol and speaks a prayer. Each undead that can see or hear her within 30 feet of her must make a Wisdom saving throw or be turned for 1 minute or until it takes damage.
Blessed Healer (Life Domain 6): When she casts a healing spell of 1st level or higher on a creature other than herself, she regains hit points equal to 2 + the spell's level.
Destroy Undead (Cleric 5): When an undead is turned by her Turn Undead feature, and its challenge rating is 1/2 or lower, the undead is instantly destroyed.
Fey Ancestry (Wood Elf): Advantage on saving throws against being charmed, and magic can't put her to sleep.
Fleet of Foot (Wood Elf): Her base walking speed increases to 35 feet.
Mask of the Wild (Wood Elf): She can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Spell Save DC: 14
Spell Attack Bonus: +5
Cantrips Known: 4
Sacred Flame, Guidance, Thaumaturgy, Mending
Spell Slots:
1st Level: 4
2nd Level: 3
3rd Level: 3
4th Level: 1
Spells Prepared: (WIS mod + Cleric level) = 10 prepared
Domain Spells (Always Prepared - Life Domain):
1st Level: Bless, Cure Wounds
2nd Level: Spiritual Weapon, Aid
3rd Level: Beacon of Hope, Revivify
4th Level: Death Ward, Guardian of Faith
Other Prepared: Healing Word, Detect Magic, Shield of Faith, Hold Person, Spirit Guardians, Mass Healing Word, Remove Curse.
"Veridian Heart":
Weapon (Warhammer), rare (requires attunement)
Functions as a +1 Warhammer.
"Holy Strike": Once per short rest, when Milly hits a fiend or undead with this weapon, it takes an extra 1d6 radiant damage.
"Nourishing Bloom": As an action, Milly can touch the hammer to the ground to cause a patch of verdant grass to sprout in a 10-foot radius. Any creature that starts its turn in this area (other than fiends or undead) regains 1d4 hit points. The grass lasts for 1 minute.
"Shield of the Verdant Oak":
Shield, uncommon (requires attunement)
A large, round wooden shield with a silver oak emblem.
"Oak's Blessing": While wielding this shield, Milly has advantage on saving throws against being poisoned.
"Guardian's Embrace": Once per long rest, as a reaction when an ally within 10 feet of Milly is hit by an attack, Milly can transfer a portion of the damage to her shield, reducing the damage by 2d6. The shield absorbs this damage without weakening.
Milly grew up within a secluded elven community, raised in strict devotion to a nature deity. Her life was one of serene contemplation, diligent study of holy texts, and dedicated practice of the healing arts. She embarked on a pilgrimage to broaden her understanding of the world, expecting to encounter natural wonders and perhaps some minor skirmishes to mend. Instead, she found herself entangled with a group that consistently defies all her notions of "order" and "natural law."
Her strong sense of propriety and divine order is constantly tested by her companions. She views Nightshade's thirst for forbidden knowledge with suspicion, Tinbunny's unrestrained adoration with discomfort, Barwell's gruffness with tolerance, and Amethyst's occasional cluelessness with a sigh. And then there's Princess Hanavari: a paladin with a dragon's wings and a hot dog for a scepter. Milly's expression of stern disapproval, often accompanied by a slightly agape mouth, is her default reaction to the sheer, magnificent chaos unfolding around her.
Despite her constant bewilderment and occasional exasperation, Milly is utterly unwavering in her commitment to her oath and her companions. She heals diligently, purifies with conviction, and offers guidance (whether taken or not) with a firm, moral hand. She finds the hot dog particularly offensive to her sense of decorum, but she has grudgingly accepted that it is, somehow, part of the Princess's unique power. She remains the steady, often flustered, moral and healing anchor of the group, praying for divine intervention, or at least a return to some semblance of normalcy.