Halo Hallowforge, Daughter of the Anvil (Dwarf Cleric)
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[SBLOCK=Halo's Story]
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[SBLOCK=Halo Hallowforge, Daughter of the Anvil (Dwarf Cleric 3)]
Name: Halorafin "Halo" Hallowforge
Sex: Female
Race: Mountain Dwarf
Class/Level: Cleric 3
Domain: Forge
Alignment: Lawful Good
Size: Medium
Type (Subtype): Humanoid (dwarf)
Init: +0
Speed: 25ft
Senses: Darkvision (60 ft.)
Passive Perception: 12
Languages: Common, Dwarf, Elf
STATISTICS
Str 16 (+3),
Dex 10 (+0) ,
Con 16 (+3),
Int 10 (+0),
Wis 15 (+2),
Cha 8 (-1)
[SBLOCK=DEFENSE]
AC: 18 (Chain mail, shield)
HP: 27 (3d8 +3 con)
Saves: Wisdom +4, Charisma +1
Special Defenses: Advantage on saves vs. poison
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[SBLOCK=OFFENSE]
Melee: Battleaxe +5 Attack, 1d8+3 Slashing (1d10+3 two-handed)
Melee: Javelin +5 Attack, 1d6+3 Piercing
Special Attacks: Spell Attack +4; Spell Save DC 12
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[SBLOCK=SPELLS]
Spell Save DC: 12
Spell Slots: 4, 2, 0, 0, 0, 0, 0, 0, 0
Slots Used: 0, 0, 0, 0, 0, 0, 0, 0, 0
Spells Prepared: (6)
- Cantrips: Guidance, Light, Sacred Flame
- Domain Spells: Identify (*), Searing Smite
- 1st Level: Bless (*), Cure Wounds (*), Healing Word (*), Sanctuary
- 2nd Level: Prayer of Healing (*)
(*) can be cast at higher levels
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[SBLOCK=SKILLS]
2 Cleric, 2 background; Proficient skills in bold
Mod Attribute Name of Skill
+0 (dex) Acrobatics
+2 (wis) Animal Handling
+0 (int) Arcana
+3 (str) Athletics
-1 (cha) Deception
+2 (int) History
+4 (wis) Insight
-1 (cha) Intimidation
+0 (int) Investigation
+4 (wis) Medicine
+0 (int) Nature
+2 (wis) Perception
-1 (cha) Performance
-1 (cha) Persuasion
+2 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth (disadvantage when wearing armor)
+2 (wis) Survival
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[SBLOCK=RACIAL FEATURES]
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, light hammer, and warhammer.
Tool Proficiency You gain proficiency with smith’s tools.
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.
Proficiencies All armor and shields, all simple weapons plus battleaxe and warhammer
Languages You can speak, read, and write Common and Dwarvish.
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[SBLOCK=BACKGROUND FEATURES]
Clan Crafter
Skill Proficiencies: History, Insight
Tool Proficiencies: Jeweler's Tools
Language Elvish
Feature (Respect the Stout Folk): As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
Traits:
Ideal:
Bond:
Flaw:
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[SBLOCK=CLASS FEATURES]
- Spellcasting: Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier (12)
Spell attack modifier = your proficiency bonus + your Wisdom modifier (+4)
- Blessing of the Forge: At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.
- Channel Divinity: Choose between multiple Channel Divinity effects, usable 1x per long rest.
- Channel Divinity: Turn Undead: Undead within 30 feet must pass a Wisdom saving throw or be turned for 1 minute or until it takes any damage. Uses an action.
- Channel Divinity: Artisan’s Blessing: Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically
forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
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[SBLOCK=EQUIPMENT]
Combat Gear:
Chain mail
Shield
Battleaxe
Javelin (6)
Holy symbol (a hammer and anvil emblem attached to a shield)
Other Gear: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hemp rope, healer's kit, smith's tools, jeweler's tools
Carrying Capacity: 240 lbs
Push/Drag/Lift: 480 lbs
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[SBLOCK=MONEY LOG]
Code:
[url=http://roll.coyotecode.net/lookup.php?rollid=183911]_: 5D4*10 = [4, 2, 2, 4, 4]*10 = 160[/url]
[url=http://roll.coyotecode.net/lookup.php?rollid=183912]_: 2D8*10 = [2, 5]*10 = 70[/url]
230 gp Starting gold
- 75 gp Chain mail
- 10 gp Shield
- 10 gp Battleaxe
- 10 gp Explorer's pack
- 5 gp Healer's kit
- 20 gp Smith's tools
- 25 gp Jeweler's tools
- 5 gp Holy symbol
- 3 gp Javelin (6)
- 50 gp Potion of Healing
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17 gp Balance after character generation
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