Post by Orirdrik Grimsunder on Jun 25, 2017 16:36:54 GMT
Name: Orirdrik Grimsunder
Race: Hill Dwarf
Background: Mercenary Veteran
Alignment: Neutral Good
XP: 0
Class: Cleric 2
HP: 19
AC: 18 (With Shield)
Initiative: -1
Attributes
STR: 14 (+2)
DEX: 8 (-1)
CON: 16 (+3)
INT: 10 (0)
WIS: 16 (+3)
CHA: 11 (0)
Skills
Athletics (+4)
Insight (+5)
Persuasion (+2)
Religion (+2)
Saves
Wisdom (+5)
Charisma (+2)
Feats
None
Gear
Chain Mail
Shield
Brewer's supplies
Dice Set
10 gp
Battleaxe
Handaxe
Explorer's pack
Holy Symbol of Clangeddin Silverbeard
Cleric Abilities
War Cleric - From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: 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 an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
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.
Guided Strike: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Spells
Cantrips
Mending
Spare the dying
Sacred Flame
Prepared 1st Level Spells (Can cast 3 spells)
Cure Wounds
Divine Favor
Guiding Bolt
Healing Word
Shield of Faith
Race: Hill Dwarf
Background: Mercenary Veteran
Alignment: Neutral Good
XP: 0
Class: Cleric 2
HP: 19
AC: 18 (With Shield)
Initiative: -1
Attributes
STR: 14 (+2)
DEX: 8 (-1)
CON: 16 (+3)
INT: 10 (0)
WIS: 16 (+3)
CHA: 11 (0)
Skills
Athletics (+4)
Insight (+5)
Persuasion (+2)
Religion (+2)
Saves
Wisdom (+5)
Charisma (+2)
Feats
None
Gear
Chain Mail
Shield
Brewer's supplies
Dice Set
10 gp
Battleaxe
Handaxe
Explorer's pack
Holy Symbol of Clangeddin Silverbeard
Cleric Abilities
War Cleric - From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: 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 an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
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.
Guided Strike: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Spells
Cantrips
Mending
Spare the dying
Sacred Flame
Prepared 1st Level Spells (Can cast 3 spells)
Cure Wounds
Divine Favor
Guiding Bolt
Healing Word
Shield of Faith