About Dolgrin ShieldarmMale Dwarven Cleric (War Domain) 2
PROFICIENCY BONUS (attacks, saving throws, spell effects): +2 DEFENSE::
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 OFFENSE::
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) ABILITY SCORES: STR 15 (+2); DEX 13 (+1); CON 18 (+4); INT 10 (+0); WIS 17 (+3); CHA 10 (+0) DWARVEN RACE TRAITS:
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 CLERIC CLASS PROFICIENCIES::
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 CLERIC STARTING EQUIPMENT:
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 CLERIC CLASS FEATURES::
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)
Cleric Level - Spells
Bonus Proficiencies
War Priest
CANTRIPS (3 Known): Mending, Sacred Flame, Thaumaturgy SPELL SLOTS/LEVEL: 3/1st 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] ACOLYTE BACKGOUND::
[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
SKILLS::
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 EQUIPMENT::
Martial: 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) bedroll case, map or scroll mess kit rations (5) rope, hempen (50 feet) Smith's tools +2 Tent, two-person 20 lbs torch (5) WEALTH: PP:
CHARACTERISTICS:
Personality Traits:
APPEARANCE 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. Background::
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
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.
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