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Alex Cobb, Human Variant, Cleric of Life


Draidden

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Alex.jpg.787435bbcb23abf910e862a0802bde19.jpgAlex Cobb


Race: Human (Variant)

HP: 19
Class: Cleric of Life AC: 18

Level: 1

Prof. Bonus: +2

Experience Points: 0

Initiative: +1
Alignment: Neutral Good Speed: 30

  Score Mod Save
Strength 16 +3 +3
Athletics +3      
       
Dexterity 13 +1 +1
Acrobatics +1      
Sleight of Hand +1      
Stealth +1      
       
Constitution 16 +3 +3
       
Intelligence 16 +3 +3
Arcana +3      
History +3      
Investigation +3      
Nature +5      
Religion +5      
       
Wisdom ❄️ 18 +4 +6
Animal Handling +6      
Insight +4      
Medicine +6      
Perception +4      
Survival +6      
       
Charisma ❄️ 14 +2 +4
Deception +2      
Intimidation +2      
Performance +2      
Persuasion +2      
Other Proficiencies
Carpenter's Tools Land Vehicles
   
   
   

 

Languages
Common Goblin
   
   
   

 

Weapon Attack bonus Damage Range Type
Mace +5 1d6+3   Bludgeoning
Light Crossbow +3 1d8+1 80/320 Piercing
         
         
         
         

 

EQUIPMENT
Item Weight Location Item Weight Location
Back Pack     Chainmail    
Bedroll     Shield    
Messkit          
Waterskin          
Tinderbox          
10 Torches          
10 Days Rations          
Holy Symbol          
Carpenter's Tools          
Shovel          
Iron Pot          
Common Clothes          
Pouch          
20 Bolts          
           
           

 

Spells

Casting Ability Wis
Save DC 14
Attack Bonus +6
Cantrips

Light

Sacred Flame

Spare the Dying

1st Level Spells - Slots: 2

Bless

Cure Wounds

Create or Destroy Water

Detect Poison and Disease (rit)

Purify Food and Drink (rit)

Protection from Good and Evil

Shield of Faith

2nd Level Spells - Slots: ?

??

3rd Level Spells - Slots: ?

??

4th Level Spells - Slots: ?

??

5th Level Spells - Slots: ?

??

6th Level Spells - Slots: ?

??

7th Level Spells - Slots: ?

??

8th Level Spells - Slots: ?

??

9th Level Spells - Slots: ?

??

 

 

Money
GP: 10 SP: 0 CP: 0 PP: 0

 

Human Abilities

Human Variant

Gains an extra skill proficiency.

Gains a bonus feat.

 

Cleric Abilities

 

SpellcastingAs a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. 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.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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.

Spellcasting Ability
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
Spell attack modifier = your proficiency bonus + your Wisdom modifier
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 as a spellcasting focus for your cleric spells.

Divine DomainDomain Spells
Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Life Domain
PHB p60
The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).

At each indicated cleric level, you add the listed spells to your spells prepared.

Life Domain Spells
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead
Bonus Proficiency
PHB p60
When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life
PHB p60
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Cantrip VersatilityWhenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.

 

Folk Hero Abilities

Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

 

Feats

CrusherYou are practiced in the art of crushing your enemies, granting you the following benefits:

Increase your Strength by 1, to a maximum of 20.

Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

 

 

Appearance

Alex stands 5'5” tall and weighs in a 182 pounds. He is short, but muscular. Some of his friends have even joking called him a giant dwarf. He has light brown hair and brown eyes. His hair is cut short so it stays out of his way. When traveling he wears a suit of chainmail over his common clothes. He carries a shield with a crossbow slung on his back next to his back pack and a warhammer on his belt.

Personality

Alex was raised to be a helpful and kind neighbor and has taken this attitude to heart. He is always ready to help those in need, but is not a gullible person. He does have a strong dislike to goblinoids. So while he may not attack them immediately on sight, his attitude will definitely show his feelings. While magic is his strongest ability he is not averse to resorting to physical violence.

Backstory

Alex grew up on a farm and is used to performing hard manual labor from dawn till dusk. This developed his strong physical aspects of his body. He was taught by his parents to always be ready to help others in need and growing up on the farm he witnessed it first hand on several occasions. Both when other farmers needed help and when his family needed help. He seemed to excel at treating injured animals as well as people. A cleric from a nearby town was traveling to the local farms seeing if he could help and witnessed Alex tending to an injured horse. After talking with Alex for a while and then going and talking to his parents, it was agreed that Alex would study under the cleric and learn more about healing.

So it was that Alex spent the next few years traveling among the farms and local town and learned the teachings of Chauntea and became a cleric. The things he was taught fit right in with how his parents were already raising him so it was not hard for him to learn.

In the spring of the year he turned 14, he was visiting home and was hanging with his friend from a nearby farm. There had always been rumors of the haunted woods nearby, but he never gave them much credit. He figured it was just parents trying to scare their kids from running off and playing the woods. He convinced his friend to go with him and check out these supposed haunted woods.

While they were exploring the woods they came upon a large brown bear caught in a hunters trap. Despite his friends urgings, Alex approached the bear. Somehow he managed to calm the beast, after getting scratched by it with a near miss of a paw that would have most likely killed him. He managed to free the bear. It backed away form him, still not sure of what was happening. He used a spell he had been taught, and from a safe distance he healed most of the bears wounds.

It was then that a female, fey stepped out from behind a nearby tree. She was a little taller than he was her skin was the color of tree bark with a set of antlers coming out of her forehead and rising up above her, like those of a great deer. She walked up and patted the bear and spoke to it. Then she turned to Alex with a smile and thanked him for kindness. She placed her hand on his head and gave him a blessing, because of his selfless act. Later on when he told his teacher of the encounter and described the woman his teacher smiled and informed him that he believed that Alex had just met Chauntea and that she had given him her blessing and that Alex was destined for great things.

At age 18 he was declared to be a full fledged cleric of Chauntea. He moved back home and continued to help his family and all the other local families. At 19 he married a girl from a nearby farm and over the next few years they had two healthy baby boys and they had their own little farm near their parents. All was perfect.

Until today at least. He had been over at one of the nearby farms when the goblins had attacked. They had done this from time to time so it was not unheard of. But this time his and his fathers farms were among those that got raided. Alex heard the screams of goblins attacking and others fighting back and those of the injured too. He had immediately taken off at a dead run to get back home and hopefully save his wife and kids. He had just crested the hill and could see his house, which was on fire. He saw his wife trying to fight off two goblins and a hobgoblin with a pitch fork. She was standing in front of his two boys trying to protect them. He broke into a full out charge with hammer in hand and gave battle cry, only to have everything go dark and he woke up in what appears to be a prison cell, with people he has never met.

 

Edited by Draidden (see edit history)
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Alex.jpg.787435bbcb23abf910e862a0802bde19.jpg Alex Cobb

Human Variant, Folk Hero, Cleric of Life


AC: 18 (chainmail and shield) | HP: 19/19 (1d8) | Speed: 30 ft.
Senses: passive Perception 14, Insight 14, Investigation 13
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 16 (+3) | Wis: 18 (+4) | Cha: 14 (+2)
Languages: Common, Goblin


My words, | My thoughts, | My actions . . .


 

 

OOC

 

 

Edited by Draidden (see edit history)
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