| Race |
AC: 18 HP:20/20 Passive Perception: 15 |
About Wobloom
Wobloom
Class: Cleric of Mavros 2 Domain: Tempest
Background: Sailor Alignment: Neutral
Proficiency Bonus 2
HP 20/20
Hit Dice 2/2
AC 18
Ability Checks
Strength 17
Atheletics +5
Dexterity 11
Acrobatics +0 Sleight of hand +0 Stealth +0
Constitution 14
Intelligence 11
Arcana +0 History+0 Investigation +0 Nature +0 Religion +2
Wisdom 16
Animal Handling +3 Insight +5 Medicine +3 Perception +5 Survival +3
Charisma 7
Deception -2 Intimidation -2 Performance -2 Persuation -2
Saving Throws Wisdom and Charisma
Battle Axe +5 1d8+3 Versatile: 1d10+3
Class Features:
Channel Divinity: 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 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: Destructive Wrath
When you roll Lightning or Thunder damage, you can use channel divinity to deal maximum damage instead or rolling.
Wrath of the Storm:
Creature within 5 feet of you, hits you with an attack that you can see, use a reaction to cause it to make a saving throw.
On a failure, it will suffer 2d8 lightning or thunder damage ( your choice). It takes half on a successful save.
Usable once per point of Wisdom modifer. Resets on long rest.
Racial Features
Darkvision: 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 cannot discern color in darkness,
only shades of gray.
Natural Attacks: You have proficiency with your
horns, which deal 1d6 piercing damage when you
make a horn attack.
Charge: If you move at least 10 feet toward a target
and hit it with a horn attack in the same turn, you
deal an extra 1d6 piercing damage and you can shove
the target 5 feet as a bonus action. You can apply this
extra damage once per turn. At 11th level, when you
shove a creature with Charge, you can push it 10 feet
instead of 5. You can use this ability a number of times
per day equal to your Constitution modifier, and you
regain all expended uses when you finish a long rest.
Labyrinth Sense. You can retrace without error any path
you have previously taken, with no ability check.
Spells
Cantrips: Sacred Flame, Spare the Dying, Mending
3/3 1st: Thunder Wave, Bless, Healing Word, Fog Cloud,
Spell Save DC: 8 + Prof Bonus + Wis Mod= 13
Spell Attack Bonus: Prof Bonus + Wis Mod= 5
Equipment Battle Axe, Chain Mail, Crossbow, w/ 20 Bolts, Sheild with Lightning Bolt Painted on it(Holy symbol of Mavros)
Belaying pin, 50 feet of silk rope, Lucky charm, set of common clothes.
GP: 10