Medium Humanoid, any alignment
AC: 16 (Ring mail, Shield)
HP: 27 (4d8+9) (Dwarf: 31)
Speed: 30 (Wood Elf: 35, Dwarf/Halfling/Gnome: 25)
Str: 12(+1)
Dex: 8(-1)
Con: 12(+1)
Int: 9(-1)
Wis: 16(+3)
Cha: 10(+0)
Saves: Wis +5, Cha +2
Skills: Religion +1, Medicine +5 (Human/Elf/Half Elf: Perception +5, Half Elf: Insight +5, Half Orcs: Intimidate +2)
Senses: passive Perception: 13 (Human/Elf/Half Elf: 15) (Dwarf/Elf/Gnome/Half Orc/Tiefling: Darkvision 60')
Resistances: (Dragonborn: element) (Dwarf: Poison) (Elves: Charm) (Halfling: Frightened) (Gnome: int, wis, cha vs spells) (Tiefling: Fire)
Immunities: (Elf: Sleep)
Languages: Common, one other (Gnome: Small Beasts)
CR: 1/2 Proficiency: +2
DISCIPLE OF LIFE: Healing spells heal for an additional 2 + the spell's level.
CHANNEL DIVINITY: You can use one Channel Divinity ability per hour.
(Halfling) LUCKY: re-roll 1's on attacks, abilities and saves.
(Half Orc) SAVAGE ATTACK: Extra weapon die on melee crits.
(Human) HEALER'S REVIVIAL: Using a Healer's kit to stabilize someone also gives them 1 hit point.
CHANNEL DIVINITY - PRESERVE LIFE: Heal up to 20 points to creatures within 30', bringing them up to no more than half their max hit points. This consumes your Channel Divinity, which you get back after an hour.
CHANNEL DIVINITY - TURN UNDEAD: Undead in 30' and sight or hearing range are turned (must move dash away or escape from mobility debuff, or dodge if this is not possible), Wis DC 13 to ignore. This consumes your Channel Divinity, which you get back after an hour.
SPEAR: +3 to hit, reach 5' or range 30'/120', one target. Hit: 1d6+1 piercing.
SLING: +1 to hit, range 30'/120', one target. Hit: 1d4-1 bludgeoning.
SACRED FLAME: 60' range, 1d8 radiant, Dex DC 13 to ignore
GUIDANCE: Touch, 1 min conc, +1d4 to ability check
RESISTANCE: Touch, 1 min conc, +1d4 to save
MENDING: Fix a break in an object no more than 12" long.
SPELLCASTING: +5 to hit, DC 13
4x 1st level spells: Bless, Cure Wounds, Healing Word, Detect Poison and Disease, Protection from Evil and Good, Sanctuary, Shield of Faith
2x 2nd level spells: Lesser Restoration, Spiritual Weapon, Prayer of Healing, Aid (already cast on self and two others
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 11 Dex vs 2d6 element (Con vs poison or cold)
(High Elf) FIREBOLT: +1 to hit, range 120', one target. Hit: 1d10 fire
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 9 action to examine.
(Human) HEALER'S BOON: Touch, Spend on use of a healer's kit to restore 1d6 + 4 + target's hit dice number of hit points to the target. The target cannot receive this again until after an hour.
(Tiefling) HELLISH REBUKE: RXN, target that just damaged you, range 60', Dex DC 10 vs 3d10 fire, save for half.
Ring Mail, Shield with holy symbol, Spear, Sling, 20 bullets, Healer's Kit with 10 charges, Potion of Healing, Spell Scrolls of Purify Food and Drink, Guiding Bolt, Inflict Wounds
Start with Aid cast on self and 2 other allies (+5 max and current HP), Spiritual Weapon as bonus action, heal allies who are injured. Shield of Faith a melee combatant. Surrender and offer support if things look bad. Stab with spear if that's not an option.