Medium Humanoid, any alignment
AC: 20 (Mithral Plate, Shield)
HP: 43 (6d8+16) (Dwarf: 49)
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 +6, Cha +3
Skills: Religion +2, Medicine +6 (Human/Elf/Half Elf: Perception +6, Half Elf: Insight +6, Half Orcs: Intimidate +3)
Senses: passive Perception: 13 (Human/Elf/Half Elf: 16) (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: 5 Proficiency: +3
DISCIPLE OF LIFE: Healing spells heal for an additional 2 + the spell's level.
BLESSED HEALER: Healing spells cast on others heal you for 2 + the spell's level.
CHANNEL DIVINITY: You can use two Channel Divinity abilities 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 30 points to creatures within 30', bringing them up to no more than half their max hit points. This consumes one of your Channel Divinity uses, 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 14 to ignore. CR 1/2 undead that are turned are instead destroyed. This consumes one of your Channel Divinity uses, which you get back after an hour.
SPEAR: +4 to hit, reach 5' or range 30'/120', one target. Hit: 1d6+1 piercing.
SLING: +2 to hit, range 30'/120', one target. Hit: 1d4-1 bludgeoning.
SACRED FLAME: 60' range, 2d8 radiant, Dex DC 14 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: +6 to hit, DC 14
4x 1st level spells: Bless, Cure Wounds, Healing Word, Detect Poison and Disease, Protection from Evil and Good, Sanctuary, Shield of Faith
3x 2nd level spells: Lesser Restoration, Spiritual Weapon, Prayer of Healing, Aid (already cast at 3rd level on self and two others
2x 3rd level spells: Beacon of Hope, Revivify, Mass Healing Word, Spirit Guardians
POTION OF HEALING: heal 2d4+2
(Dragonborn) BREATH WEAPON: range 15' cone or 30' line, DC 12 Dex vs 3d6 element (Con vs poison or cold)
(High Elf) FIREBOLT: +2 to hit, range 120', one target. Hit: 2d10 fire
(Gnome) MINOR ILLUSION: 1 min, 5' cube, 30' range, DC 10 action to examine.
(Tiefling) DARKNESS: range 60', 15' radius, Conc 10 mins, optionally moves with you.
(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 11 vs 3d10 fire, save for half.
Mithral Plate, Shield with holy symbol, Spear, Sling, 20 bullets, Healer's Kit with 10 charges, 2x Potion of Healing, Spell Scrolls of Purify Food and Drink, Guiding Bolt, Inflict Wounds
Start with 3rd level Aid cast on self and 2 other allies (+10 Max and current HP), Spiritual Weapon as bonus action, heal allies who are injured. Spirit Guardians when people get close. Surrender and offer support if things look bad. Stab with spear if that's not an option.