Knight of Ozem

Dalron Cleric of Ilmater's page

208 posts. Alias of Buckshot Bob.


Full Name

Dalron Cleric of Ilmater

Race

Human / Condathan

Classes/Levels

Cleric/4 AC 19 HP 36 /36 Passive Perception +16 Saves: S +2, D +0, Co +1, I +1, W +6, Ch +2

Gender

Male

Size

M

Age

22

Alignment

NG

Deity

Ilmater

Languages

Common, Undercommon, Sylvan

Strength 14
Dexterity 10
Constitution 12
Intelligence 12
Wisdom 18
Charisma 10

About Dalron Cleric of Ilmater

BACK STORY:

EXP: 2745
Order of the Gauntlet
AL #9318762885
Advantage vs. Disease

My first assignment Started in Port Nyaniaru looking into dinosaurs being poisoned. The town was a maze of bridges and over head walk ways. We met a frog type creature who called himself Wadumu. Wadumu became our guide in the jungle and we were able to avoid most dangers. At his village we found out that the villagers were being used to make the poison by Yuan-ti. In the end we saved the village and I acquired a magic item called Goggles of the Night. I was told that it was 'A walk in the park'.

Then I team up with Wadumu again for another trek into the jungle, But this time we find an obelisk that had a puzzle to open it. But that the same time wave after wave of the undead came out of the jungle. More than even I could stop. At the last minute we were able to get in to the obelisk and shut out the undead horde. Inside we battled more Yuan-ti and hopefully stoping the Yaun-ti's plans for good, like 'A whisper in the Dark'. One of my fellow adventure's offered me a trade The Goggles of the night for a Magic Shield. At the time I did not know how important of a trade that was to my survival.

Then the Adventure League was called to stop an all out attack on Port Nyanzaru. It was'Drums of the Dead', From fighting on board ships to underwater diplomacy to fighting in the jungle, all with random undead attacks. More times than not did that magic shield stop me from getting bit or worse. But since my time fighting the Plague Zombies I have less a chance of getting a disease.

RACIAL BENEFITS:

Size Med
Speed 30
+1 Intelligence
+1 Wisdom
Bonus feat Healer; use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point You can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice.
Skill Prof.: Preception

CLASS BENEFITS:

Life Domain Spells:
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon o f hope, revivify
7th death ward, guardian o f faith
9th mass cure wounds, raise dead

Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with heavy armor.

Channel Divinity: Preserve Life; Heal 5 X Charcter level of hit points to anyone with in 30 feet (can be divided up) up to their 1/2 of max hit points with a use of your Channel Divinity.

Disciple of Life: Healing spells regains additional hit points equal to 2 + the spell’s level.

4th level Ability enhancement +2 to Wisdom

COMBAT STATS:

AC 19
HP 27
Passive Perception +16

Mace +4 Attack, Dam d6+2
Light Crossbow +2 Attack, Dam d8 (range 80/320), loading, two-handed

Spell save DC +14
Spell Attack Modifier +6

Saves:
+2 STR
+0 DEX
+1 CON
+1 INT
+6 WIS
+2 CHA

SKILLS:

+0 Acrobatics
+4 Animal Handling
+1 Arcana
+2 Athletics
+0 Deception
+3 History
+6 Insight
+0 Intimidation
+1 Investigation
+6 Medicine
+1 Nature
+6 Perception
+0 Preformance
+0 Persuasion
+3 Religion
+0 Sleight of Hand
+0 Stealth
+4 Survival

Disadvantage: Stealth

EQUIPMENT:

Chainmail armor
+1 Wooden Shield on left arm
Mace on right Hip
A Spell Component Pouch
An Explorer's pack
a set o f common clothes
6 Uses, Healers kit
10 Uses, Healers kit
10 Uses, Healers kit
Winter Blanket
Holy Symbol
Light Crossbow
20 crossbow bolts
Herbalism kit

a belt pouch
Anti-Toxin
2 X Healing Potion
Holy Water

PP
GP 305
EP
SP 4
CP

BACKGROUND:

Background: Hermit
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Equipment:A scroll case stuffed full of notes from your prayers, winter blanket, a set o f common clothes, an herbalism kit
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature o f this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings o f the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic o f the past that could rewrite history. It might be information that would be damaging to the people w ho or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details o f your discovery and its impact on the campaign.

Personality Trait: I feel tremendous empathy for all who suffer.

Ideal: My gifts are meant to be shared with all, not used for my own benefit.

Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

Flaw: Now that I've returned to the world, I enjoy its delights a little too much.

SPELL BOOK:

Can cast:
4 Cantrips 4/1 1st 2/1 2nd 0 3rd 0 4th 0 5th 0 6th 0 7th 0 8th 0 9th

Spells Known(7)
Know 4 '0' Levels

Spells Available 4

Level 0 Resistance: target can roll a d4 and add the it to one Savving throw of it's choice.
Level 0 Light: bright light in a 20-foot radius for 1 hour.
Level 0 Guidance: target can roll a d4 and add the it to one ability check
Level 0 Sacred Flame: 60' range, 1d8 radiant damage, Dex Save

(D)Level 1 Cure wounds: cure 1d8 + Wis Mod +2 + spell slot level
(D)Level 1 Bless: 3 targets add d4 to attack and saves
Level 1 Healing Word: Bonus action 60' range cure 1d4 + Wis Mod +2 + spell slot level
Level 1 Create or Destroy Water: 30' range 10 gal per level, 30' cube put out fires or destroy fog
Level 1 Shield of Faith: 60' range +2 AC for up to 10 min
Level 1 Detect Magic (ritual): sense magic 30' of you, determine school
Level 1 Purify Food and Drink (ritual): 10' range, render food & drink free from Poison & Disease

(D)Level 2 lesser restoration: Remove one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned

(D)Level 2 spiritual weapon: Range: 60 feet You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet o f the weapon. On a hit, the target takes force damage equal to 1d8 + your spell casting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose.

Level 2 Prayer of Healing: Up to six creatures o f your choice that you can see within range of 30' each regain hit points equal to 2d8 + your spell casting ability modifier + 2 + spell level. This spell has no effect on undead or constructs. 10 min casting time.

Level 2 Protection from Poison: You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage

Level 2 Hold Person: Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece o f iron) Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end o f each of its turns, the target can make another Wisdom saving
throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot o f 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet o f each other when you target them.

1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon o f hope, revivify
7th death ward, guardian o f faith
9th mass cure wounds, raise dead

Used Healers Kit today on:

Healer; use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point You can spend one use of a healer’s kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice.

AL log sheet:

XP total 18
XP to next level:20
Gold: 255.5
Down time: 30
Renown: 12
Magic Unlocked: +1 shield
Magic Items points: 2
Perm. Magic Items: 1