Dwarf Fighter

Morgran Frostbeard's page

319 posts. Alias of CharlesJ.


Full Name

Morgran Frostbeard

Race

Hill Dwarf (spell slots 1/4-1st, 2/3-2nd per day)

Classes/Levels

Cleric 4 |33/34 HP 4/4 HD| AC16 (18) |

Saves:
+3 Str, -1 Dex, +3 Con, +0 Int, +4 Wis, +0 Cha, Passive Perception 15

Gender

M

Size

M

Age

60

Alignment

LG

Deity

Torag

Languages

Dwarven, Common

Occupation

Cleric

Strength 16
Dexterity 9
Constitution 16
Intelligence 10
Wisdom 18
Charisma 11

About Morgran Frostbeard

Attack
Warhammer/Battleaxe +5 1d8 + 3 B/S (Versatile 1d10) stats the same for both except damage type
Handaxe +5 1d6 + 3 P [Light, Thrown(20/60)]
Javelin +5 1d6 + 3 p [Thrown (30/120)]
Spell Attack (DC14) or +6 Effects: As per spell.

Defense
Chainmail and Shield AC16 (18)
Saves: S+3 D-1 Cn+3 I+0 W+6 Ch+2

Magic Prepared:

(7 spell slots (4-1st, 3-2nd) 8 Readied[Domain spells do not count against spells prepared])
Cantrips (known - 4)
Guidance
Resistance
Sacred Flame
Thurmatology
1st Level
Bless(Domain)
Command
Cure Wounds(Domain)
Detect Magic (Ritual)
Guiding Bolt
Inflict Wounds
Shield of Faith
2nd Level Prepared
Aid
Hold Person
Lesser Restoration(Domain)
Spiritual Weapon(Domain)
Prayer of Healing

Equipment:

Chain-mail
Shield
War hammer
Handaxe x2
Holy Symbol
Explorer Pack (Backpack, bedroll, mess kit, tinderbox,10 torches, 10 days rations, water-skin, 50 ft rope)
Grappling Hook
Shovel
Iron pot
Common Clothes
Belt Pouch
PP: GP:158: EP: SP: CP:

Features and Traits:

Domain Spells
Are always considered prepared and do not count against your daily limit to prepare
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spell Focus
Replaces material component requirement in spell unless there is a gp value associated with material component
Darkvision:
Accustomed to life underground, you
have superior vision in dark and dim conditions. You
can see in dim light within 60 feet 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 (explained in chapter 9).
Dwarven Combat Training.
You have proficiency with the battleaxe, handaxe, throwing hammer,
and warhammer.
Stonecunning. Whenever you make an Intelligence
(History) check related to the origin of stonework, you
are considered proficient in the History skill and add
double your proficiency bonus to the check, instead of
your normal proficiency bonus.
Languages. You can speak, read, and write Common, Dwarven

Skills:

* = Proficiency
-1 Acrobatics
+6 Animal Handling*
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+6 Insight*
+0 Intimidation
+0 Investigation
+6 Medicine*
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
-1 Sleight of Hand
-1 Stealth (Disadvantage)
+5 Survival*

Proficiencies:

Weapons
Simple Weapons
Martial Weapons (Battleaxe, Handaxe, Throwing hammer, Warhammer)
Armours
Light Armor
Medium Armor
Heavy Armor(Domain)
Shields
Other
Smith tools
Mason tools
Land Vehicles
Languages
Common, Dwarven
Tools
Smith tools

Background:

The smith toiled at the forge for hours on end, day in and day out. This was

his reason for being, to take iron and form it into items of beauty. That

this beauty could be equally deadly in application mattered not to him. The

joy was in the effort and the design. Although short of stature, the smith

was nearly as wide across the shoulders and swung the hammer with a

practiced ease. So engrossed in his labors he had not noticed the road-worn

stranger that had come in and sat against the wall of his modest forge.

A black beard graced the dwarf's face tinged in white as the first born of

his clan had been since Orisk Son of Gormund fought a frost giant witch.

His company won the day after many losses but in a final attempt to curse

the dwarves the witches spell backfired turning her to solid ice along with

10 of his company and left Orisk with the tips of his beard frozen. Little

was thought of it at the time until his son was born and his beard grew

with the same white patterning to it. The first born son has had this same

marking for 15 generations.

Morgran Frostbeard's eyes were sky blue, another trait sometimes found in

those of his line. And it was while he tried to clear the smoke and soot from

them that he finally noticed the stranger against the wall.

"Can I help ye" he asked the stranger. Not one of many words, when

the stranger did not answer, Morgran simply said "The water is free and

your welcome to rest your weary bones there until I close for the night"

The stranger nodded and remained sitting against the wall. When Morgran

finished for the night he invited the stranger to eat of his modest fare and

a place to sleep for the night. He would help any who had need yet tended

to trust little; but even so that night, there was something about the

stranger that put his mind at ease, even though not a word was spoken.
The next morning the stranger was gone, his bed barely looked like it had

been sat on much less slept in; so much so Morgran wondered if it had even

been used. Momemtarily he worried that he had been robbed but no it

didn't feel right, and he could find nothing missing. So he took his

breakfast to the forge where he found a simple scroll.

Your time at the forge and with the cleric has not been overlooked. It is

time for your to step away from the life you know well and learn the life

and soul you are to become. A cleric of mine will always strive to right the

wrongs of the land. Make your way to Korvosa and meet a dwarf there by

the name of Gundren Rockseeker. Your faith will see you through.

Though young by dwarven standards, Morgran had seen 60 winters and

was well established in his smithy, having taken over for an uncle who had

an unfortunate accident while out hunting. Even so he packed his tools, the

chain mail he had made two years prior, and his weapons and set out for

the temple of Torag. Seeking Brother Garnt Darkvein's blessing upon his

trip and whether he had any information on Korvosa that would help the

young cleric on his way.

Faith:

Domain: Life
Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with heavy armor.
Disciple of Life
Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell of 1st level or higher
to restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.
Domain Spells
Each domain has a list of spells—its domain spells—
that you gain at the cleric levels noted in the domain
description. Once you gain a domain spell, you always
have it prepared, and it doesn’t count against the
number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the
cleric spell list, the spell is nonetheless a cleric spell for you.
Spells Granted:
1st Level:
Bless, Cure Wounds
2nd Level: Lesser Restoration, Spiritual Weapon
Channel Divinity (1/rest)
[i]At 2nd level, you gain the ability to channel divine
energy directly from your deity, using that energy to fuel
magical effects. You start with two such effects: Turn
Undead
and Perserve Life

Channel Divinity: Turn Undead (DC14)
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 of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is
turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move
as far away from you as it can, and it can’t willingly
move to a space within 30 feet 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’s nowhere to move, the creature can use
the Dodge action.

Channel Divinity: Preserve Life (20hp)
Starting at 2nd level, you can use your Channel Divinity
to heal the badly injured.
As an action, you present your holy symbol and
evoke healing energy that can restore a number of hit
points equal to five times your cleric level. Choose any
creatures within 30 feet of you, and divide those hit
points among them. This feature can restore a creature
to no more than half of its hit point maximum. You can’t
use this feature on an undead or a construct.

Notes on Behavior:

Morgran is not the most talkative, preferring to keep things simple.

He will most likely tell you 'No' to your request, while his hands, feet, and brain are already trying to figure out how he can make it happen.

He will lead the charge when needed; but not go in looking to start a fight.

Traits, Ideals, Bond, Flaw:

I judge people by their actions, not their words.

I have a strong sense of fair play and always try to find the most equitable solution to arguments.

Fairness. No one should get preferential treatment
before the law, and no one is above the law. (Lawful

I protect those who cannot protect themselves.

I have trouble trusting in my allies.

stat rolls with race adjustment (Hill Dwarf):

4d6 ⇒ (5, 1, 6, 3) = 15 =14 Con +2 (16)
4d6 ⇒ (4, 1, 1, 4) = 10 =9 Dex (9)
4d6 ⇒ (4, 2, 2, 4) = 12 =10 Int (10)
4d6 ⇒ (5, 4, 6, 1) = 16 =15 Wis +1 (16)
4d6 ⇒ (1, 1, 6, 4) = 12 =11 Cha (11)
4d6 ⇒ (4, 6, 2, 6) = 18 =16 Str (16)