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Post by Kavalan on Feb 4, 2020 4:48:55 GMT
Name: Kavalan Oluchi Class and level: Cleric 2 (War) Race: Firbolg Background: Hermit
Alignment: NG Size: Medium
Experience: 457xp
Proficiency bonus: +2
Height: 7' 3"
Weight: 245lbs
Appearance: Kavalan has blue skin with medium length red hair that is brushed back with his hand. On his square face sits a well kept but very full beard with no mustache. He has a small smile on his face as he just lives in the moment. You will usually see Kavalan in his simple brown pants and long sleeved loose white shirt with a brown vest on top. Even though he stands confident at 7'3" Kavalan is soft spoken with a low slow rumbly voice. He prefers to stand in the back and just observes the world going on around him, but once things get serious and he has a goal in mind he is not afraid to move in, stand in front, be an active force for good, and help the hopeless.
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Post by Kavalan on Feb 4, 2020 4:50:36 GMT
Stat and Modifiers
Str: 16 Mod: +3
Dex: 11 Mod: +0
Con: 15 Mod: +2
Int: 14 Mod: +2
Wis: 18 Mod: +4
Cha: 13 Mod: +1
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Post by Kavalan on Feb 4, 2020 4:58:25 GMT
Saving throwStat | Proficient? | Modifier | Strength | No | +3 | Dexterity | No | +0 | Constitution
| No | +2 | Intelligence | No | +2 | Wisdom | Yes | +6 | Charisma | Yes | +3 |
SkillsSkills | Proficient? | Modifier | Acrobatics
| No | +0 | Animal Handling | No | +4 | Arcana | No | +2 | Athletics | No | +3 | Deception | No | +1 | History | No | +2 | Insight | Yes | +6 | Intimidation | No | +1 | Investigation | No | +2 | Medicine | Yes | +6 | Nature | No | +2 | Perception | No | +4 | Performance | No | +1 | Persuasion | Yes | +3 | Religion | Yes | +5 | Sleight of Hand | No | +0 | Stealth | No | +0 | Survival | No | +4 |
Passive Perception 14
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Post by Kavalan on Feb 4, 2020 4:59:26 GMT
Armor Class: 18
Initiative: +0
Speed: 30ft
Maximum hitpoints: 17
Current hitpoints: 17 Temporary hitpoints: 0
Hitdice: d8
Current Hit dice: 2d8
Death Saves
Success O O O
Failure O O O
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Post by Kavalan on Feb 4, 2020 5:01:10 GMT
Languages and proficiencies
Languages: Common, Elvish, Giant, and Sylvan
Proficiencies
Tool Proficiencies: Herbalism kit
Weapon Proficiencies: simple weapons, martial weapons Armor Proficiencies: light armor, medium armor, heavy armor, shields
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Post by Kavalan on Feb 4, 2020 5:15:12 GMT
Attacks and Spellcasting: Weapons
Name | Attack Bonus | Damage | Type | Range | Warhammer | +5 | 1d8+3 (1d10+3) Versatile | Bludgeoning | 5ft | Sacred Flame | Dex Save 14 | 1d8 | Radiant | 60ft | Guiding Bolt | +6 | 4d6 | Radiant | 120ft | Light Crossbow | +2 | 1d8 | Piercing | 80/320ft |
SpellcastingSpellcasting Ability | Spell Save DC | Spell Attack Bonus | Wisdom | 14 | +6 |
Spell Slot Level: 1 Current Slots: 3/3 Cantrips: Sacred Flame Thaumaturgy Guidance 1st level spells: Divine Favor Shield of Faith Cure wounds Healing Word Guiding Bolt Sanctuary Bless Command
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Post by Kavalan on Feb 4, 2020 5:23:39 GMT
Carry Capacity: Carry Capacity | Push, Drag, Lift | Encumbrance | 480 | 960lbs | 640lbs |
Item | Weight | Warhammer | 2 lbs | Chain mail | 55 lbs | Shield | 6 lbs | Light crossbow | 5 lbs | 20x bolts | 1.5 lbs | Amulet of Torm | 1 lbs | Backpack | 5 lbs | Bedroll | 7 lbs | Mess Kit | 1 lbs | Tinderbox | 1 lbs | 10x Torches | 10 lbs | 10 days Rations | 20 lbs | Waterskin | 5 lbs(full) | 30 foot Hempen Rope | 10 lbs | Winter Blanket | 3 lbs | Common Clothes | 3 lbs | Herbalism Kit | 3 lbs |
Current Weight: 138.5 lbs Currency Type | Amount | Copper | 0 | Silver | 0 | Electrum | 0 | Gold | 5 | Platinum | 0 |
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Post by Kavalan on Feb 4, 2020 5:29:17 GMT
Features and Traits:
Firbolg
Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Cleric
Spellcasting Ability
You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells.
War Priest
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 (1/rest)
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
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.
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Post by Kavalan on Feb 4, 2020 5:30:40 GMT
Personality Traits:
I am utterly serene, even in the face of disaster.
Ideals:
My gifts are meant to be shared with all, not used for my own benefit.
Bonds:
My family and I were members of the Cult of the Dragon, until rivals in the cult arranged to wipe us out. Though they slaughtered my kin, I alone survived, but they think I am dead. Now is my chance for vengeance! I have arrived in Greenest, knowing it's next on the cult's list of targets.
Flaws:
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
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Post by Kavalan on Feb 4, 2020 5:45:30 GMT
Backstory
His clan being wiped out while he was still young boy Kavalan did not think he would survive the perils of the world. It wasn't until he stumbled upon a long lost temple built atop a tall hill covered in trees. It was there that he was able to create a home. Exploring the ruins and discovering who was worshiped there he discovered it was of Torm god of duty and loyalty. Kavalan spent months exploring the temple and studying its secrets and absorbing it's words. Growing up on his own in relative safety coming and going as he pleased from the temple Kavalan enjoyed the world and it's pleasures living in harmony with nature and meditating on the words of Torm. It was several years of bliss before Kavalan began to feel any unease. He could never stop asking himself or even any plants or animals he happened to be around. Why was he so fortunate? Why was he the only one who deserved such a paradise? Why were the people who killed his entire family allowed to still walk the earth? Kavalan felt like he needed to give back and take action for the god whos temple had offered him shelter in his most trying times, and so he sot forth on his journey knowing that every step he took forward was in Torms name and could not be wrong.
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