Initiate of Flame

Augar Stonefist's page

173 posts. Alias of Critzible.


Full Name

Augar Stonefist

Race

Dwarf hp:27 AC:18 Prcpt:13 Warhammer+4 S:+2,D:-1,C:+3,I:+0,W:+5,Ch:+3 Spells: 0-3 1st-4 2nd-2 DC13 Att+5

Gender

Male

Size

Medium

Alignment

Neutral

Strength 14
Dexterity 8
Constitution 15
Intelligence 10
Wisdom 16
Charisma 12

About Augar Stonefist

Augar Stonefist
Dwarf Cleric of the Forge
Medium Humanoid(dwarf) N
Hgt.4’9” Wgt.210 Age:50
Init:+1 Darkvision:60ft. Stonecunning, Perception 13
XP:
Defense:
Armor:Chainmail(AC:16), Shield(+2)
AC:18
HP:27
Offense:
Speed:25ft.
Melee:
Warhammer:+4 1d8+2(1d10+2)bludgeoning 2lb
Hand Axe:+4 1d6+2 slashing, 2lbs Light Thrown

Ranged:
Hand Axe:+4 1d6+2 Slashing 2lbs, [20/60ft]
20 Darts:+4 1d4+4 Piercing finesse, Thrown[20/60ft]
Statistics:
Str:14 Dex:8 Con:15 Int:10 Wis:16 Cha:12
Proficiency Bonus:+2
Saving Throws: Str+2 Dex-1 Con+3 Int+0 Wis+5 Cha+3
Skills:History+2 ,Insight+5 ,Religion+2 ,Persausion +3
Tools:Smiths' Tools,Brewers' Supplies,Masons' Tools
Gear: A set of smiths tools, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes,a gem worth 10 gp,Holy Symbol,Brewers' Supplies,Explorer's Pack (10 gp, 59 lbs): Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
PP: GP:5 SP: CP:
Feat:

Cleric of the Forge:
At 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge
At 1st level, at the end of a long rest, touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

Once you use this feature, you can't use it again until you finish a long rest.

Channel Divinity:1/day
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Channel Divinity: Artisan's Blessing
Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Racial Traits:
Ability Score Increase: Your Wisdom score increases by 1.
Ability Score Increase: Your Constitution increases by 2.
Size: Medium.
Speed: 25 feet. Your speed is not reduced by wearing heavy armor.

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. You can't discern color in darkness, only shades of gray.

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

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency: You gain proficiency with one of smith's tools, brewer's supplies, or mason's tools.

Stonecunning: Whenever you make a History check related to the origin of stonework, you are reconsidered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages: You can speak, read, and write Common and Dwarvish.

Background:
The Stout Folk are well known for their artisanship and the worth of their handiwork, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours, and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. You are most likely a dwarf, but not necessarily -- particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races.

If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

Traits:
I like to talk at length about my profession.
I don’t part with my money easily and will haggle tirelessly to get the best deal possible.

Ideals:
Aspiration. I work hard to be the best there is at my craft.

Bonds:
One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaw:
I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

Respect of the Stout Folk
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Spell-Cantrips-3 1st-4 2nd-2
DC:13
Attack:+5
Cantrips: Word Of Radiance, Scared Flame, Mending
1st- Identify(D), Searing Smite(D), Guiding Bolt, Cure Wounds, Shield of Faith
2nd- Heat Metal(D), Magic Weapon(D), Spiritual Weapon, Prayer of Healing