Gath Morian

Grimm Warhammer's page

259 posts. Alias of Daniel Stewart.


Classes/Levels

Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

About Grimm Warhammer

Male Dwarf Cleric (War) Acolyte/3
CG Medium Humanoid (Dwarf)
Height: 4'8", Weight: 215 LBS
Init +0; Passive Perception 12
XP 2461/2700
Inspiration 1

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DEFENSE

Speed 25'
Armor Chain mail
Shield Yes
AC 18 (+6 Chain mail, + 2 Shield)
HP 21/21

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OFFENSE

Melee
Warhammer +5 1d8+3
Ranged
Light Crossbow +2 1d8
20 Arrows

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STATISTICS

Str 16(+3), Dex 10(+0), Con 12(+1), Int 12(+1), Wis 15(+2), Cha 11(+0)
Proficiency Bonus +2
Saving Throws Wisdom (+4), Charisma (+2)
Ability Score Proficiencies Wisdom (+4), Charisma (+2)
Tools Smith Tools
Feats
Skills Wisdom (+4), Charisma (+2)
Languages Common, Undercommon, Dwarven, Giant
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GEAR

Chain mail armor, shield, warhammer, light crossbow, 20 bolts, Backpack, 50' rope, 5 days rations, Waterskin, Smith's Tools, Holy Symbol (Moridan), 2x common clothes, clerical vestments, 2 vials Holy Water

Coin
PP:
GP: 10
EP:
SP:
CP:

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CLASS FEATURES/RACIAL TRAITS

RACE: Mountain Dwarf
• +2 Constitution, +2 Strength
• Size: Medium
• Speed: 25ft, speed not reduced when wearing heavy armor
• Darkvision 60ft
• Dwarven Resilience: advantage on poison saving throws, resistant to poison damage
• Dwarven Combat Training: proficient with battleaxe, handaxe, light hammer and Warhammer
• Tool Proficiency: gain proficiency with either smith's tools, brewer's supplies or mason's tools
• Stonecunning: add double proficiency bonus to Intelligence (History) check on any stonework.
• Dwarven Armor Training: proficient with light and medium armor• Languages: Common, Dwarvish

CLASS: Cleric
• Armor: All armor, shields
• Weapons: Simple and martial weapons
• Tools: none
• Saves: Wisdom, Charisma
• Spellcasting Spell slots: finishing a long rest restores any expended spell slots. Cast a cleric spell as a ritual if that spell has the ritual tag and the spell is prepared Spellcasting focus: holy symbol
• Divine Domain (War)
• Bonus Proficiency: martial weapons and heavy armor
• Divine Domain Feature (War Priest) When using the Attack action, make one weapon attack as a bonus action. This can be used 2 times, expended uses are regained after a long rest
• Domain Spells 1st (divine favor, shield of faith) 3rd (magic weapon, spiritual weapon)
• Channel Divinity: 1 use between a short or long rest
- Turn Undead Undead that can see or hear you within 30ft must make a Wisdom saving throw or be turned for 1 minute or until they take damage
- Guided Strike (Divine Domain Feature) When making an attack roll, gain a +10 bonus. Choose this after the roll, but before the DM says if it is a hit or miss.

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BACKGROUND: Acolyte
• 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 deity.
• Tools: none
• Languages: Two of your choice

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Personality Trait
I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
I am tolerant of other faiths and respect the worship of other gods.
Ideal
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld.
Bond
I would die to recover an ancient relic of my faith that was lost long ago.
Flaw
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

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Spells

Cantrips: 3/3
Memorized: 5/5
Spell Attack: +4
Spell Save DC: 12

Cantrips: Spare the Dying, Sacred Flame, Thaumaturgy
1st Level: Bless, Create Water, Cure Wounds, Healing Word, Shield of Faith
2nd Level: Hold Person, Magic Weapon, Prayer of Healing, Spiritual Weapon

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HISTORY

Grimm comes from a long line of religious craftsmen. It was his grandfather, Ulimm who crafted the clans very first Dwarven Thrower, and took the surname Warhammer as a show of his achievement. The weapon, called Gront the Giant’s Bane, was granted to the clan’s most powerful warrior, Drumm – Grimm’s uncle and a warrior of unsurpassed skill. Alas, during Drumm’s battle with a tribe of Derro, he was poisoned and the great Warhammer Gront was lost.
The fortunes of the Warhammer Clan were so tied with Gront, that with its loss, the clan fell from favour. Their name was seldom used except as the butt of a joke, or when speaking of poor craftsmanship. This lost glory was what has fuelled Grimm to take up the mantel of a warrior priest and to search for lost Gront. He will not rest until the weapon is found and the glories of the Warhammer Clan are redeemed.