| Full Name |
Jarprax Vilthiandrareak |
| Race |
| HP: 35/35 | AC: 19 | Init: +0 | Pass Perc: 13 | HD (5d8): 5/5 | Speed 30 |
| Classes/Levels |
| Saves: STR+4 DEX+1 CON+3 INT+2 WIS+7 CHA+3 | Resistance: Lightning | Inspiration: 1 | Active effects: |
| Gender |
Male CG Dragonborn Cleric 5 |
About Jarprax
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Stats
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Jarprax Vilthiandrareak
Male CG Dragonborn (Bronze) Cleric (Tempest) 5
Deity: Stronmaus
STR: 16 (+3)
DEX: 10 (+0)
CON: 14 (+2)
INT: 12 (+1)
WIS: 16 (+3)
CHA: 9 (-1)
Proficiency: +3
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Defense
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AC: [19]
HP: 35 (1d8 = 5+Con/lvl)
HD: 5d8
Saving Throws
STR +3 [+4]
DEX 0 [+1]
CON +2 [+3]
INT +1 [+2]
*WIS +6 [+7]
*CHA +2 [+3]
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Offense
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Speed 30
Initiative: +0
Melee
Warhammer +6, 1d8+3 (1d10+3, if two-handed)
Ranged
Javelin +6, 1d6+3
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Abilities
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Race Traits
Breath Weapon: Lightning, 5'x30' line. 2d6 dam, DEX DC(8+CON+Prof)=13 for 1/2. Once per short rest. 1/1
Resistance to lightning damage
Cleric
Ritual Casting
Domain Abilities
Wrath of the Storm: If hit by an opponent w/in 5' that I can see, use reaction to rebuke with 2d8 lightning or thunder damage. Save for half: DEX DC 14. (WIS) 3 per long rest. 3/3
Channel Divinity 1/1
1/short rest
WIS save DC (8+WIS+Prof) = 14
Turn Undead
Range 30'
Duration = 1 min or until it takes damage
Effect: Move as far away as possible; can't willingly move w/in 30'. No reactions. Must use its Action to Dash or to escape, or Dodge if nowhere to go.
Destructive Wrath
When rolling for lightning or thunder damage, use Channel Divinity to deal maximum damage.
Destroy Undead
On a failed save, undead creatures (at or below CR 1/2) are destroyed instantly.
Skills
Acrobatics +0
Animal handling +3
Arcana +1
Athletics +3
Deception -1
*History +4
*Insight +6
Intimidation -1
Investigation +1
*Medicine +6
Nature +1
Perception +3
Performance -1
Persuasion -1
*Religion +4
Sleight of Hand +0
Stealth +0 (disadvantage due to armour)
Survival +3
Proficiencies
Weapons: Simple and martial
Armour: Light, medium, and heavy, & shields
Tools: Herbalism kit
Languages: Common, Draconic, Giant
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Spells
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Spellcasting Ability: WIS (+3)
Spell Save DC (8+WIS+Prof) = 14
Spell Attack Bonus (WIS+Prof) = 6
Prepared (WIS+level) = 8 + Domain
Cantrips (known=4)
Guidance
Light
Thaumaturgy
Resistance
Level 1 Slots = 4/4
*Fog Cloud (Domain)
*Thunderwave (Domain)
Bane
*Bless
Command
Create or Destroy Water
*Cure Wounds
Detect Evil and Good
Detect Magic (R)
Detect Poison and Disease (R)
*Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink (R)
Sanctuary
Shield of Faith
Level 2 Slots = 3/3
*Gust of Wind (Domain)
*Shatter (Domain)
*Aid
Augury (R)
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose (R)
*Hold Person
*Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence (R)
Spiritual Weapon
Warding Bond
Zone of Truth
Level 3 Slots = 2/2
*Call Lightning (Domain)
*Sleet Storm (Domain)
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
*Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone (R)
Protection from Energy
Remove Curse
*Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water Walk (R)
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Equipment
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Warhammer
5x Javelins
Chain mail
Shield
Winter blanket
Scroll case
Common clothes
Herbalism kit
Backpack
Bedroll
Mess kit
Tinderbox
Torches x10
Rations x10
Waterskin
50' Hemp rope
A brass orb (1.5" diameter) etched with strange runes
Holy symbol (a forked lightning bolt descending from a cloud that partly obscured the sun)
1x Holy Water
1x Antitoxin
Magic Items
Dread Helm: Steel helmet that causes Jar's eyes to darken to purplish-grey storm clouds, and flash with lightning. Oddly-shaped ornamentation in green steel adorn the helm.
Cloak of Resistance +1 (AC and saves)
Bag of Holding
Money
191 gp
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Background
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Hermit
Jarprax, like all dragonborn of his clan who have reached the age of maturity, was on a walkabout. As part of his rituals of meditation and deprivation, Jar was out on an exposed cliff face one night as a storm rolled through. Struck by lightning, he now bears branching Lichtenberg figures across his face and neck. Jar refers to this as the first time Stronmaus came to him. The experience (and subsequent strikes) have also left him a bit mad.