Worshipper of Torag

Dolgrin Shieldarm's page

197 posts. Alias of CharlesJ.

Full Name

Dolgrin Shieldarm


Gold Dwarf, Cleric 1, War Domain, 13/13hp, Skills - Animal Handling +3, History +2, Insight +5, Medicine +5, Perception +3, Stealth +1, Survival +3


Saving Throws - Str +2, Dex +1, Con +4, Int +0, Wis +5, Cha +2. (Modest 1gp/day)










Celestial, Common, Dwarvish, Giant

Strength 15
Dexterity 13
Constitution 18
Intelligence 10
Wisdom 17
Charisma 10

About Dolgrin Shieldarm

Male Dwarven Cleric (War Domain) 2
Modest Lifestyle (1gp/day)
Neutral Good Medium Humanoid
Speed: 25ft Unarmoured/25ft Armoured
Init: +1
Senses: Passive Perception 13

PROFICIENCY BONUS (attacks, saving throws, spell effects): +2


AC 18 (10 + 6 Chain Mail Armour + 2 Shield)
HP 23 (2d8 [13]; +8 Con, +2 Dwarven Toughness)
SAVES: Strength +2; Dexterity +1; Constitution +4; Intelligence +0; Wisdom +5; Charisma +2


Melee: Warhammer +4 (1d8+2 Bludgeoning; Versatile 2H 1d10+2); Handaxe +4 (1d6+2 Slashing)
Ranged: Handaxe +4 (1d6+2 Slashing; Range 20/60, light, thrown)
Spell Attack modifier: +5 (Proficiency bonus + Wisdom modifier)
Spell Save DC: 13 (8 + Proficiency bonus + Wisdom modifier)


STR 15 (+2); DEX 13 (+1); CON 18 (+4); INT 10 (+0); WIS 17 (+3); CHA 10 (+0)


Age: Dwarves mature at the same rate as humans, but their considered young until they reach the age of 50. On average they live about 350 years.
Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend towards good as well, with a strong sense of fairplay and a belief that everyone deserves to share in the benefits of a just order.
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is medium
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor
Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard constanants and gutteral sounds, those characteristics spill over into whatever other languages a dwarf might speak.
Ability Score Increase: Your Constitution score increases by 2
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60' 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
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools smith's tools
Stonecunning:Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the history skill and double your proficiency bonus to the check, instead of your normal proficiency bonus
Sub-Race-Hill Dwarf
Ability Score Increase: Your Wisdom score increases by 1
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level


Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion History, Medicine


You start with the following equipment in addition to the equipment granted by your background
- (a) a mace or (b) a warhammer (if proficient) warhammer
- (a) scale mail, (b) leaher armor, or (c) chain mail (if proficient) chain mail
- (a) a light crossbow and 20 bolts or (b) any simple weapon handaxe
- (a) a priest pack or (b) an explorer's pack explorer's pack
- A shied and a holy symbol


Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per cleric level after 1st

Channel Divinity (1/rest) - 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 must make a wisdom saving throw (DC13) If the creature fails it's saving throw, it is turned for 1 minute or until it takes any damage

A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30' 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 is no where to move, the creature can use the Dodge action.

DOMAIN: War Domain:

War Domain Spells domain spells are always prepared and do not count against the number of spells you can prepare each day

Channel Divinity - [b]Guided Strike(2nd Level)
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You can make this choice after you see the roll, but before the DM says whether the attack hits or misses

Cleric Level - Spells
1st - divine favor, shield of faith

Bonus Proficiencies
At 1st Level, you gain proficiency with martial weapons and heavy armor

War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest

CANTRIPS (3 Known): Mending, Sacred Flame, Thaumaturgy


1st LEVEL SPELLS (5 Known + 2 Domain Spells): Bless, Cure, Divine Favor[D], Guiding Bolt, Healing Word, Purify Food and Drink[R], Sheild of Faith[D]


[I]You have spent your life in the servic of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshiper into the presence of the divine.
Skill Prficiencies: Insight, Religion
Languages: Two of your choice Celestial, Giant
Equipment: a holy symbol, prayer book, 5 sticks of incense, vestments, set of common clothes, pouch containing 15gp

Feature: Shelter of the Faithful
As an acolyte you command the respect of those who share your faith, and you can perform the religious ceremonies of your diety. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.


Acrobatics +1 +DEX (+1)
Animal Handling +3 WIS (3)
Arcana +0 INT (0)
Athletics +2 STR (2)
Deception +0 CHA (0)
History +2 INT (0) - [i]proficient

Insight +5 WIS (3) - proficient
Intimidation +0 CHA (0)
Investigation +0 INT (0)
Medicine +5 WIS (3) - proficient
Nature +0 INT (0)
Perception +3 WIS (3)
Performance +0 CHA (0)
Persuasion +0 CHA (0)
Religion +2 INT (0) - proficient
Sleight of Hand +1 DEX (1)
Stealth +1 DEX (1) - Chain mail: Disadvantage from armor worn
Survival +3 Wis (3)

LANGUAGES: Celestial, Common, Dwarven, Giant


Chain mail 55 lbs & Shield 6 lbs
Handaxe 2 lbs
Warhammer 2 lbs
Backpack (14 @ 16 lbs) 5 lbs
Holy symbol (emblem, anvil overlaying crossed sword and spear)
ink (1 ounce bottle)
ink pen (2)
Rations x5 <In: Backpack (11 @ 16 lbs)> 2 lbs
Tinderbox <In: Backpack (11 @ 16 lbs)> 1 lb
Torch x5 <In: Backpack (11 @ 16 lbs)> 1 lb
Waterskin 5 lbs
Whetstone 1 lb
(Trinket): Cameo carved into the likeness of a one eyed one eared dwarf...
Case, map or scroll (10 @ 0 lbs) 1 lb
Parchment x10 <In: Case, map or scroll (10 @ 0 lbs)>
Pack Saddle Equipment:
animal feed, 5cp/day (worth 0.5 gp, 10 lb) (10)
case, map or scroll
mess kit
rations (5)
rope, hempen (50 feet)
Smith's tools +2
Tent, two-person 20 lbs
torch (5)


GP: 12
SP: 4

Acolytes are shaped by their experiences in temples or other religious communities. Thier study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals.

Personality Traits:
Common Ground - I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
Optimist - Nothing can shake my optimistic attitude.
Ideal: Aspiration - I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
Bond: Relic - I would die to recover an ancient relic of my faith that was lost long ago
Flaw: Blind Trust - My piety sometimes leads me to blindly trust those that profess faith in my god.


Height: 4'1" Weight: 122lbs. Age: 70

Chestnut beard and hair framed deep set hazel eyes, ones that seemed to read the world much like the magerium read their scrolls. Old already to the short-lived humans, he was still little more than a boy to the grey beards that had sent him forth; even though 70 winters had passed him by.


Life was full of surprises, and today was was no exception. Dolgrin was once again on the road, he been gone from the temple near to 10 years now following his charge.
Chestnut beard and hair framed deep set hazel eyes, ones that seemed to read the world much like the magerium read their scrolls. Old already to the short-lived humans, he was still little more than a boy to the grey beards that had sent him forth; even though 70 winters had passed him by.
On his 60th birthday, he'd been called before the high priest of his church.
"Young Dolgrin, as a member of the Shieldarm clan, you have been trained both to defend the church from all outside attacks as well as take the fight to those who would do the church harm." he started out before droning on about church history Dolgrin was well aware of.
A young man, while dedicated to his work knew what the Grandmaster would say and was mentally mouthing the words right along with him until the greybeard hung a left turn on him. "Erm hold a moment sir, can you please repeat that last part again."
Pausing a starting again"Yes, you don't know all of the history of the church you thought you did" he states with a chuckle, well aware of what the young man had been doing "Our church has ever kept the forge fires going, but once we were caretakers of the hammers of the first forge. These hammers were said to have been used by the gods before the Godswar to create the world. Gifted to our church by Dagan himself. Alas we failed in that duty and allowed them to pass from our hands." Pausing a moment the regret for a failure that happened well before his own birth, etched plainly on his visage, the grandmaster continued.
"In each generation of the Shieldarm clan, one of the best is sent forth to continue the search for the missing hammers, yet little is spoken about them so that the legend of the hammers remains buried. You have been chosen to follow this quest. Yet you will be sent forth with another task one that is visible to all who ask. For being one of the best involves your knowledge of history and dedication to the works you create at the anvil not just prowess of arms. For you will venture forth to find lost dwarven settlements. Much history is involved with that which has been lost and you shall go to find it."
Dolgrin remained standing at that proclamation, many things passing through mind, but above all of them duty to clan and hold demanded he would go forth on this quest. The only question that made it past his bearded lips that day was "When do I leave?"

Penelope (Donkey or Mule)::

Mule Medium beast, unaligned

Armor Class 10
Hit Points 11 (2d8+2)
Speed 40 ft.

STR 14 (+2), DEX 10 (+0), CON 13 (+1), INT 2 (-4), WIS 10 (+0), CHA 5 (-3)

Senses passive Perception 10

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage