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Post by Mikey on May 13, 2020 16:20:59 GMT
Name: Michael "Mikey" Rolandis Class and Level: Forge Domain Cleric 7 Race: Human (Variant) Background: Nobel Alignment: Neutral Good Size: Medium Height: 6'2" Weight: 230 Age: 22 years old
Experience: 21,001/23,000 Proficiency Bonus: +3
Appearance: Mikey is a handsome individual. A strong jaw with blonde hair that frames it. Mikey stands with a posture of nobles that is tall and proud, but his eye's and smile convey a more friendly nature. Mikey is a large, muscled individual. Callused hands and large arms show a working man. Most features are hidden though, as he travels wearing heavy plate armour that seems to seep smoke, and his head is covered by a strange helm that has green glass where it covers the eyes. This appearance would be very intimidating if it wasn't for the bright smile splayed across his face.
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Post by Mikey on May 13, 2020 16:26:25 GMT
Str | 16 | Mod | +3 |
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| Dex | 12 | Mod | +1 |
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| Con | 18 | Mod | +4 |
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| Int | 14 | Mod | +2 |
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| Wis | 18 | Mod | +4 |
| | Cha | 14 | Mod | +2 |
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Post by Mikey on May 13, 2020 16:32:06 GMT
Stat | Proficient? | Modifier | Strength | No | +3 | Dexterity | No | +1 | Constitution | Yes | +7 | Intelligence | No | +2 | Wisdom | Yes | +7 | Charisma | Yes | +5 |
SkillsSkill | Proficient | Mod | Acrobatics | No | +1 | Animal Handling | No | +4 | Arcana | No | +2 | Athletics | No | +3 | Deception | No | +2 | History | Yes | +5 | Insight | Yes | +7 | Intimidation | No | +2 | Investigation | No | +2 | Medicine | No | +4 | Nature | No | +2 | Perception | Yes | +7 | Performance | No | +2 | Persuasion | Yes | +5 | Religion | Yes | +5 | Sleight of Hand | No | +1 | Stealth | No | +1 | Survival | No | +4 |
Passive Perception: 17
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Post by Mikey on May 13, 2020 16:47:29 GMT
Initiative Bonus | +1 | Armour Class | 19 (with shield 21) | Speed | 30 | Max Hit points | 48 | Current Hit points | 48 | Temporary Hit Points | - | Hit Dice | 6d8 | Current Hit Dice | 6d8 |
Exhaustion: Death Saves:
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Post by Mikey on May 13, 2020 16:51:29 GMT
Languages and Proficiencies
Languages:
Common Dwarvish Deep Speech
Proficiency:
Light Armour Medium Armour Heavy Armour Shields Simple Weapons Dragon Chess Smiths Tools leather workers tools
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Post by Mikey on May 13, 2020 17:04:27 GMT
Attacks:Name | Attack Bonus | Saving throw | Damage Type | Properties | Sacred Flame |
| 15 | 2d8 Radiant | 60ft range | Forge Hammer(Mace) | +6 |
| 1d8 Bludgeoning | 1 hand, 5ft Melee | Spiritual Weapon | +7 |
| 1d8+4 Bludgeoning | 60 feet, Concentration 1 min | Spirit guardians |
| 15 | 3d8 Radiant | 15 foot aura, Concentration 10 mins | Heat Metal |
| 15 | 2d8 Fire | 60 feet, Concentration, 1 min |
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Post by Mikey on May 13, 2020 17:19:11 GMT
Spellcasting Spell Casting Ability | Wisdom | Spell Save DC | 15 | Spell Attack | +7 |
Spells Prepared: 16 Slot level | Slots | Expended | 1 | 4 | 1 | 2 | 3 | 1 | 3 | 3 | 0 |
Divinity: | Available | Expended | Channel Divinity | 2 | 0 | Harness Divine Power | 2 | 0 |
Cantrips:Guidance Light Sacred flame Spare the Dying Prepared Spells:1st Level Spells:Shield of Faith Detect Magic Cure Wounds Healing Word Identify(Forge) Searing smite(Forge) Comprehend languages(Helm of Comprehend languages cast at will) 2nd level spells:Calm Emotions Prayer of Healing Spiritual Weapon Gentle Repose Heat metal(Forge) Magic Weapon(Forge)3rd level Spells
Mass Healing Word Spirit Guardians Elemental Weapon(Forge) Protection from Energy(Forge)
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Post by Mikey on May 13, 2020 18:59:11 GMT
Equipment
Item | Weight | Forge Hammer (Mace/Focus) | 4lbs | Smouldering Platemail | 65 | Shield | 10 | Water skin | 5 | Helm of Comprehend languages | 1 | Gnomish mechanical canary in a cage | 1 |
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| Total | 86 |
CurrencyCurrency | Amount | Weight | Copper | 0 |
| Silver | 0 |
| Electrum | - | - | Gold | 0 | 0 | Platinum | 0 | - |
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| Total | N/A | 0 |
Back packQuantity | Item | Weight(lbs) | 1 | Backpack | 5 | 1 | Fine clothes | 6 | 1 | Signet Ring | - | 1 | Scroll of Pedigree & Case | 1 | 1 | Purse(pouch) | 1 | 1 | blanket | 3 | 10 | candles | - | 1 | tinderbox | 1 | 1 | alms box | - | 2 | blocks of incense | - | 1 | Rations | 2 | 1 | Holy symbol (emblem) | - | 1 | Smiths tools | 8 |
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| 1 | ring of attunement | 0 | 1 | Whetstone | 1 | 1 | Lantern | 2 |
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| 1 | Five foot pole (1st floor naked dude) | 5 | 1 | Bronze tankard | 1 | 1 | Gem craft book | 1 | 1 | Book for designs
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| 19 | Owl bear feathers | 1 | 1 | portable hole | 1 |
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| - | Total | 40 |
Total weight: 126lbs
Encumbered | 192 | Heavily Encumbered | 192-246 | Max Carry Capacity | 246 | Push, Pull or Drag | 480 |
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Post by Mikey on May 13, 2020 19:06:37 GMT
Personality Traits - The Common folk love me for mt kindness and generosity -I do not place myself above others, we all have the same blood
Ideals - I must prove that I can handle myself
Bonds - I am in love with the daughter( Della Vanquish) of another noble family that dispises my own.
Flaws -I am terribly Nieve and trusting.
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Post by Mikey on May 13, 2020 23:51:52 GMT
Features and traits Ability Score Increase.(Racial) Two different Ability Scores of your choice increase by 1. (Racial)
Skills.(Racial) You gain proficiency in one skill of your choice.(Racial)
Feat(Racial) Resilient You gain the following benefits: • Increase the chosen ability by 1, to a maximum of 20. Constitution. • You gain proficiency in saving throws using the chosen ability.(Racial)
Blessing of the Forge- (Subclass) 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.
Bonus proficiencies you choose this domain at 1st Level, you gain proficiency with Heavy Armor and smith’s tools.
Channel Divinity(Cleric) 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.
Some Channel Divinity Effects require Saving Throws. When you use such an effect from this class, the DC equals your Cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.
Channel Divinity: Turn Undead(Cleric) 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: Artisan’s Blessing(Subclass) 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. 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.
Channel Divinity: Harness divine power You can expend a use of your Channel Divinity to fuel your Spells. As a Bonus Action, you touch your holy Symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your Proficiency Bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd Level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a Long Rest. (2/2)
Cantrip Versatility 4th level (Class) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the Cleric spell list.
Ability Score improvement 4th level(Class) Feat- Warcaster -You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Destroy Undead (Cleric) Starting at 5th Level, when an undead fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed if its Challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Soul of the Forge (Forge domain) Starting at 6th level, your mastery of the forge grants you Special abilities:
-You gain Resistance to fire damage.
-While wearing Heavy Armor, you gain a +1 bonus to AC.
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Post by Mikey on May 14, 2020 0:02:03 GMT
Backstory
-Sixth in line for a minor noble house means one thing. Get a Job. Michael found little choice being the youngest child of a nobel family. This had it's benifits, All the training education of a nobel education without all the expectations. Michael took to the forges of waterdeep. He was quickly taken under the wing of an artisan and began to learn the craft. The Artisan would speak of the Gond and how he would guide the hammer strikes. Michael hung on every word and began to pray to Gond Himself. The next few years brought more education and more time at the forge. As age crept up Michael found he had a choice. Become an artisan and become a member of the common peoples, Be married off as a figurehead of the family or Take Gonds Path. Weaving Iron, Michael could swear to this day a voice spoke to him, "Seek out what has been created, Find inspiration, Create that which has not been made before." Michael chose Gond's path.
Michael set out for adventure, carrying his families name. He seeking ancient weapons and armour's, smith's with new or refined methods of forging, and weapons forged by the gods. He seeks inspiration to please his god. This has brought him to waterdeep once again and the dungeon of the mad mage.
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Post by Mikey on May 14, 2020 0:05:35 GMT
Assumptions -Takes off armour to sleep -When adventuring always has shield equipped -Helm of comprehend languages is always on -Equips Armour when waking -Prays to Gond in Morning -Always goes into rooms with first unless instructed otherwise -keeps Comprehend languages up at all times -When a magic sword or armour, or finally crafted weapons or armour are found, Mike will always look for the insignia of the creator. he will write a description of the item. -Always has light cast on his shield unless otherwise specified. -Will not go into water while in plate armour. -Travels infront unless otherwise stated -keeps his blessing of the forge on Aunna's longbow unless specified otherwise. -Will back away from potential trapped items if Aunna instructs us to do so -Will provide the portable hole to anyone who would request it From the party if their intention is to add anything to it.
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