Ulfen Raider

Bharaz Silverhelm's page

222 posts. Alias of Grumbaki.


Race

Wounds (0) HP (32) Paladin 1 (3/3) Warlock (2/2) LoH (15/15) Healing Light (4/4) Divine Sense (4/4)

Classes/Levels

Channel Divinity (1/1)

Alignment

Lawful Neutral

Strength 19
Dexterity 12
Constitution 18
Intelligence 15
Wisdom 15
Charisma 16

About Bharaz Silverhelm

Combat:

Melee
* To Hit: +2 (Proficiency) +4 (Str) +1 (Weapon) = +7
* Damage: 1d8 (Base) +4 (Str) +1 (Weapon) +2 (Dueling) 1d8+7

[dice=Hit]1d20+7[/dice]
[dice=Damage]1d8+7[/dice]
[dice=Smite]1d8[/dice]

Ranged
* To Hit: +2 (Proficiency) +3 (Cha) = +5
* Damage: 1d10 (Base) + 3 (Cha) = 1d10+3

[dice=Hit]1d20+5[/dice]
[dice=Damage]1d10+3[/dice]

Defenses
* AC: 16 (armor) +2 (shield) = -8
* HP: 20 (class) +12 (con) = 32

Saves * means proficient
Str +4
Dex +1
Con +4
Int +2
Wis* +4
Cha* +5

Stats
* Rolled: 17/16/16/15/15/12
Str: 17 +2 (Race) = 19
Dex: 12
Con: 16 +2 (Race) = 18
Int: 15
Wis: 15
Cha: 16

Mountain Dwarf:

* Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
* Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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 poison, and you have resistance against poison damage.
* Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Clan Agent:

Clan Connection
As an agent of your Clan, you can always get food and lodging for yourself and your friends at a Clan enclave. When the Clan assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your Clan, and you may encounter one of them when you interact with Clan business. The degree to which such acquaintances are willing to help you depends on your current standing in your Clan.

Proficiencies:

Saving Throws: Wis, Cha
Skill Proficiencies: Investigation, Persuasion, Religion, Perception
Tool Proficiencies: Smith Tools, Tinker’s Tools, Thief Tools
Languages: Common, Dwarvish

Gear:

Weapons: Warhammer, Light Hammer
Armor: Chainmail, Shield with Holy Symbol
Other: A priest's pack, A set of fine clothes, the signet ring of your clan, identification papers, thief tools, smith tools, tinker’s tools and a purse containing 280 gold

Gestalt Devotion Paladin:

Spells
* Lvl 1 (3 slots): Searing Smite, Cure Wounds, Protection from Evil and Good, Sanctuary, Detect Magic, Purify Food and Drink

Divine Sense
* The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
* You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
* Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
* As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
* Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
* This feature has no effect on undead and constructs.

Fighting Style
* Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Divine Smite
* Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health
* By 3rd level, the divine magic flowing through you makes you immune to disease.

Channel Divinity
* Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
* Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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 a 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.

Gestalt Celestial Warlock:

Spells
* Spell Slots: 2x (lvl 2) You regain all expended spell slots when you finish a short or long rest.
* Cantrips: Eldritch Blast, Prestidigitation, Light, Sacred Flame
* Spells Known lvl 13 Cure Wounds, Guiding Bolt, Armor of Agathays, Comprehend Languages (R)
* Lvl 2: Flaming Sphere, Lesser Restoration, Misty Step, Invisibility

Healing Light
* At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
* As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
* Your pool regains all expended dice when you finish a long rest.

Pact of the Blade
* You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
* Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
* You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
* You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Invocations
* Improved Pact Weapon
* Agonizing Blast

Level Plan:

ASI
Lvl 4: Heavy Armor Master (+1 Str = 20)
Lvl 8: +2 Cha (18)
Lvl 12: +2 Cha (20)
Lvl 16: +2 Con (20)
Lvl 19: +1 Int +1 Wis (16)

Invocations
Lvl 3: Agonizing Blast + Improved Pact Weapon
Lvl 7: Eldritch Armor (if allowed)
Lvl 9: Superior Pact Weapon (if allowed)
Lvl 12: Lifedrinker (Cha as necrotic damage)
Lvl 15: Ultimate Pact Weapon (if allowed)
Lvl 18: Witch Sight

Background:

“When did this happen?” the bearding asked, wide-eyed. A weary elder shook his head as he slowly closed the book. It was a cautionary tale told to the young. A tale of when their home, a minor hold in the mountains near Hammerfast, was lost. Orcs poured into the hold, overwhelming the dwarves in a brutal raid. In a single night, their home was gone, and the surviving clan was forced to flee to Hammerfast. For generations they had lived in the stronghold, passing down the tale of woe from generation to generation. Each young dwarf was taught the cunning and ferocity of their enemies. Each was shown the relics of the clan, brought with them from the lost hold.

Baraz-Gul was a silver helmet, inscribed on every inch with holy runes of Moradin. Not magical in itself, but rather a symbol of their unbroken faith.

Khar-Zun Forge Thunder—a hammer made of silver, covered in runic prayers to Moradin. It had reportedly been used to defend the hold when it was little more than a prospector’s mine.

Beardlings were shown these relics, kept safe when the clan fled to Hammerfast, to teach them that even in exile their clan still lived. Though their original home was gone, the relics carried the spirit and honor of their ancestors. This was a lesson usually received well. That is, except for Bharaz.

The bearding always had a strange glint in his eyes when the stories were told, and was far too interested in tales of the old. And unlike other young clansmen, he trained hard—not as a militiaman alongside their human neighbors, nor as a smith taking up the clan trade—but tirelessly, refusing to elaborate on his reasons. He merely appeared unhappy, restless, unfulfilled. His elders had hoped it was a phase, and then decided to accept it as just how he was.

It wasn’t until word reached them of a Hammerfast-led expedition to establish a new outpost in the frontier lands that it became clear. He was not the only young dwarf who decided to join. Some went for pay, others in search of better markets for their wares. A rare few were drawn to the idea of reclaiming the earth and honoring their ancestors. Bharaz was one such dwarf, and in this he was far more boisterous than most.

Bharaz declared that he would join the expedition and be part of founding a new hold—one that would last, and one that would make their ancestors proud. The passion in his voice had built slowly, a stubborn desire that a human would never replicate. For a dwarf’s mind was like stone: once carved, hard to change.

The longbeards tried to talk him down. Then they tried to yell him down. Infuriated, he marched straight into the clan’s meeting hall with his fellow firebrands and forced their way to the pedestals where the relics were kept.

In the ensuing debate—and brawl—he took up Khar-Zun and raised it high. He declared it had been forged when their home was but a mine, and it represented the drive to settle and create. And in Moradin’s name, he would walk in those footsteps! Upon this oath, and with the clan yelling and arguing, the runes on the gauntlet came to life. It was as clear a sign as any of Moradin’s favor. That was the day Bharaz became a cleric.

Now he marches alongside the dwarves, gnomes, and halflings in the expedition, for those races had sheltered his people, and the settlement would be one for all. And to Bharaz’s delight, it would include much of his clan, who had made the difficult decision to walk in the steps of their forefathers. Khar-Zun rests on his belt, and Baraz-Gul sits upon his head. He is a dwarf who marches with a purpose, feeling the weight of the ancestors upon his shoulders, along with the knowledge that the future is within his hands. It would be a crippling burden, if not for the light of his God and the strength of his convictions.