CharacterD&D 5E: Freeport 5

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Grozdan Sleet :: Human Cleric :: (Tempest Domain)

"Quote"

Base Matrix

Ht: 5'8" | Wt: 190lbs | Skin: Olive, weathered |Hair: Black, wild | Eyes: Blue | Lv: 3 | Aln: NG |

Attributes

STR 16 / +3 Save (+3) || DEX 11 / +0 Save (+0) || CON 14 / +2 Save (+2)
INT 9 / -1 Save (-1) || WIS 16 / +3 Save (+5) || CHA 13/ +1 Save (+3)

Skills

Proficiencies: (Proficiency Bonus +2)
Insight (Cleric) +5
Medicine (Hermit) +5
Persuasion +3
Religion (Hermit) +2
Untrained
Acrobatics +0
Arcana -1
Animal Handling +3
Athletics +3
Deception +1
History -1
Intimidation +1
Investigation -1
Nature -1
Perception +3
Performance +1
Sleight of Hand +0
Stealth +0
Survival +3

Languages

Common
Language 2
Language 3

Combat

AC 20 | HP 24 | Hit Dice: 1d8 | Initiative Modifier +0

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Warhammer +5 1d8+3 N/A Dagger +5 1d4+3 20'
Crossbow +2 1d8 P 80/320 - - - -

Feats

Heavy Armour Master +1 Str (to 16) & While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Racial Features (Human)

Size: Medium

Speed: 30

Class Features

Domain: Tempest
Proficiencies: All armour, Shields, Martial weapons
Wrath of the Storm - I can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.
The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.
Channel Divinity - 1/rest Used: 0/1
Turn undead: As an action, I present your holy symbol and speak a prayer censuring the undead. Each undead that can see/hear me within 30' must make Wis save
If it fails, turned for 1 min. or until it takes damage. Turned creature must spend its turns trying to move as far away from me as it can, cannot willingly
move to a space within 30'. Also cannot take reactions. Can use only Dash action / try to escape from an effect that prevents it from moving. If nowhere to move,
can use Dodge action.
Destructive Wrath (Domain): do max damage on thunder/lightning damage instead of rolling.

Spellcasting Logistics

Spell Slots: L1 | 4 || L2 2 per short/long rest

Spell DC: 14

Spell Att Mod: +5


Cantrips

Guidance - used
Light
Thaumaturgy

Spells Prepared (Wis X + L3 = 6) change after long rest

Level 1
Bless
Command
Cure Wounds
Guiding Bolt
Domain: Fog Cloud
Domain: Thunderwave
Level 2
Hold Person
Spiritual Weapon

Background Features (Hermit)

Proficiencies: Medicine, Religion
Tool Proficiency : Herbalism Kit - Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Life of Seclusion: I needed to commune with nature, far from civilization
Feature - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Personality Trait: I feel tremendous empathy for all who suffer.
Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Flaw: I’d risk too much to uncover a lost bit of knowledge.

Equipment

Wealth

0 gems
0 pp
157 gp
0 ep
10 sp
0 cp

Weapons

Warhammer
Light crossbow and 20 bolts
Dagger

Armor

Splint mail
Shield +1 with design from the deeps

Gear

Backpack
Blanket
Candles, 10
Herbalism kit
tinderbox
Alms box
Incense, 2 blocks
Censer
Vestments
Winter blanket
Rations, 2 days
Waterskin
Common clothes
Holy symbol
Scroll case stuffed full of notes from your studies or prayers
Antitoxin x 1 (gives advantage on poison saves for 1 hour)


To buy from: Bedroll 1 gp 7 lb. Bell 1 gp — Caltrops (bag of 20) 1 gp 2 lb. Case, map or scroll 1 gp 1 lb. Chalk (1 piece) 1 cp — Clothes, common 5 sp 3 lb. Component pouch 25 gp 2 lb. Crowbar 2 gp 5 lb. Grappling hook 2 gp 4 lb. Hammer 1 gp 3 lb. Holy water (flask) 25 gp 1 lb. Ink (1 ounce bottle) 10 gp — Ink pen 2 cp — Jug or pitcher 2 cp 4 lb. Kit, climber’s 25 gp 12 lb. Kit, healer’s 5 gp 3 lb. Ladder (10-foot) 1 sp 25 lb. Lamp 5 sp 1 lb. Lantern, bullseye 10 gp 2 lb. Lantern, hooded 5 gp 2 lb. Manacles 2 gp 6 lb. Mirror, steel 5 gp 1/2 lb. Oil (flask) 1 sp 1 lb. Paper (one sheet) 2 sp — Parchment (one sheet) 1 sp — Pick, miner’s 2 gp 10 lb. Piton 5 cp 1/4 lb. Potion of healing 50 gp 1/2 lb. Pouch 5 sp 1 lb. Rations (1 day) 5 sp 2 lb. Rope, silk (50 feet) 10 gp 5 lb. Sack 1 cp 1/2 lb. Shovel 2 gp 5 lb. Signal whistle 5 cp — Soap 2 cp — Spikes, iron (10) 1 gp 5 lb. Tent, two-person 2 gp 20 lb. Tinderbox 5 sp 1 lb. Torch 1 cp 1 lb.

Daggers

Trinket

Alabaster mask

Magic Items

-

Backstory

When a child was born at once female and male, a ewe and a ram were offered to the Titans and a feast was held. An astrologer´s palms were crosed with silver and the child was named Grozdan, which means the thunderstorm on the horizon.
As a boy, Grozdan played with the rattle and the drum. He was schooled in the legends of the three gods and the art of war. He was beaten to make him tough and was taught both pride and humility.
As a girl, Grozdan lived as a hermit on the Blasted Rock in the Serpent Sea. She learned to hear the Titans´ voices in the storm and saw how they wield their weapons. She honed her skills and became their vessel.
Now a man, Grozdan wears a warrior´s harness and travels the world to learn of foe and friend, of other gods and other ways. He must learn mysteries from the outside, that he may look inside and become a woman.
Grozdan worships the storm gods Tol, Fendis and Tisa. Each has their own mutable nature and represents different aspects of the Storm according to a cycle whose natures is one of the great Mysteries.


  • Pick another PC (one of your teammates). Tell me a rumor or belief your people have about their race/culture/nation. - Gan
  • Tell me about a deity, spirit, or legendary creature your people either worship or fear. - trickster spirit
  • Tell me something you would compromise your morals to achieve (or at least consider doing so).
  • Tell me a superstition or unfounded belief that you possess.

Notes

  • To Do:
    • Gear
    • Xbow attack
    • Languages
    • Discovery from Background
    • Backstory
    • 2nd & 3rd Languages
  • Helped out at the Temple of Sekhmet and made antitoxin there