Jump to content

Njardun Istare, Human, reluctant Cleric of Umberlee


Recommended Posts

Njardun Istare

Reluctant cleric of the Queen of the Depths

ClericofUmberlee.jpeg.25ae7685044fadd933a4177815f49da0.jpeg

"You f**k with me, you'd better be prepared to f**k with the Sea Bitch!"

 

CLERIC 6

Medium humanoid male


Armor Class 17

Hit Points 51/51
Speed 30 ft.

Senses  none

Languages Common, Northern

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 16 (+3)
Save +3
Athletics +6


Dexterity 12 (+1) 
Save +1
Acrobatics +1 | Sleight of Hand +1 | Stealth +1


Constitution 16 (+3)
Save +3
No skills associated.


Intelligence 10 (+0)
Save +0
Arcana +0 | History +3 | Investigation +0 | Nature +0 | Religion +3


Wisdom 18 (+4)
Save +7
Animal Handling +4 | Insight +7 | Medicine +4 | Perception +7 | Survival +7


Charisma 14 (+2) 
Save +5
Deception +2 | Intimidation +2 | Performance +2 | Persuasion +2

Bold denotes proficiency. E denotes expertise.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools vehicles (land & water)
  • Instruments none
  • Weapons simple, martial weapons
  • Armors light, medium, heavy armor, shields

CLERIC CLASS ABILITIES

Spellcasting | Divine Domain | Channel Divinity (2/rest) | Channel Divinity: Turn UndeadAs 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.
| Destroy Undead (1/2 CR)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 Cleric table above.


TEMPEST DOMAIN ABILITIES

Wrath of the StormAlso at 1st level, you 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 (a minimum of once). You regain all expended uses when you finish a long rest.
| Channel Divinity: Destructive WrathStarting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
| Thunderbolt StrikeAt 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.


FEATS and ASI

Observant (free) | War Caster (Human variant bonus)

 

ACTIONS

WEAPONS

  • +2 Longsword +8 to hit, 1d8+5 slashing
  • Warhammer +6 to hit, 1d8+3 bludgeoning
  • Unarmed +6 to hit, +4 bludgeoning
  • Light Crossbow +4 to hit, 1d8 piercing

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd)

  • Spell Save DC: 15 (17 with Amulet of the Devout) | Spell Attack Mod: +7 (+9 with Amulet of the Devout)

CANTRIPS

Guidance (C)Resistance (C) | Spare the Dying | Thaumaturgy


FIRST LEVEL

Fog Cloud (C)(D) | Thunderwave (D)


SECOND LEVEL

Gust of Wind (C)(D)Shatter (D) 


THIRD LEVEL

Call Lightning (C)(D)Sleet Storm (C)(D)
 

(C) Denotes concentration. / (D) Denotes domain spell. Always prepared. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT

MONEY POUCH

Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0 | Platinum: 0


EQUIPMENT READIED

Equipped items can be retrieved with a manipulate item interaction.

  • Armor Scale Mail, Shield
  • Weapons Longsword*, Warhammer, Light Crossbow
  • Readied Items

EQUIPMENT STORED

  • In Backpack Backpack | Mess Kit | Bedroll | Rations x 10 |
  • Strapped to Backpack Waterskin | 50 ft. hempen rope

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Longsword +2Weapon (any), rare (+2)

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.


ATTUNED (2/3)

Amulet of the Devout (rare)Wondrous item, rare (+2) (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. +2 for rare.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Necklace of AdaptionWondrous item, uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some dragons).

 

APPEARANCE

Age 25 | Height 6' 2" | Weight 180 lbs. | Hair Blonde | Eyes Blue-green | Complexion Fair


He has long blonde straight hair falling down half his back. His facial expression is often somber and he rarely smiles. He has a disheveled look, his clothes are worn and don't look like they have been cleaned in a while. However, he doesn't smell bad as one may assume from the look and he is always clean-shaven. When standing and walking he is slightly hunched forward making him look shorter than he actually is.

He wears a necklace made from pearls and various sea shells around his neck.

 

BACKGROUND

MARINE


  • Personality Traits: I'm bitter and distrustful of most people until they have proven themselves worthy of my trust.
  • Ideals: I take life as it comes. There is no need to plan ahead as circumstances change all the time.
  • Bonds: I need to find out why my goddess needs me so badly. Am I her plaything?
  • Flaws: I become irrational when innocent people are hurt.

Background Feature: SteadyYou can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook).
Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.


BACKSTORY

Njardun was born in Bryn Shander in the Ten-Towns far up in the north. His father was a cleric of the Morninglord, called Amaunator in this region but otherwise known as Lathander. Njardun was destined to follow in his father's footsteps and started as an acolyte in the local temple at an early age. He was also taught to fight as most people of the Icewind Dale were because of the constant dangers from the surroundings. When Njardun was 17 he took part in the Battle of Icewind Dale alongside his two brothers and his father. Only Njardun survived of the family members in the defense against the evil mage's hordes.

With no close family left in his hometown, he moved south to Luskan where he was abducted and forced to join a pirate crew. Less than two weeks later the ship was wrecked in a storm. Njardun had his first encounter with Umberlee and found himself washed ashore near Neverwinter on the Sword Coast. He never heard of any of the other pirate crew members so he assumed they didn't survive.

In Neverwinter, he sought out the temple of Lathander to join them as a priest of their god, but they rejected him and called him a heretic when they heard about his deviant northern beliefs in Amaunator. Instead, he got a job as a soldier with the Neverwinter Navy. He worked as a marine for six years defending the trade routes along the Sword Coast against raiders and pirates. As he usually was the only crew member with a cleric's education he reluctantly led their prayers to the Queen of the Ocean before setting out. He could feel his divine connection with Umberlee growing and it made him feel confused, angry, and powerful. Several times he directed fog, thunder, and lightning to win battles with pirates and other enemies.

Less than a month ago his ship and crew were attacked by a bigger and faster pirate ship. They came out of nowhere and boarded them quickly. Njardun instinctively called forth his divine powers at full force and the result was that both ships went to the bottom of the sea. All his friends and crew mates were killed or lost along with the pirates. Njardun is not sure what happened to him but he has vague memories of a sea maiden leading him away to some underwater cave. He has no idea how long he may have stayed there. When he woke up he was lying on a rocky beach just south of Waterdeep. His belongings were next to him so he picked them up and started walking towards the big city...

 

 

Edited by Bearlord (see edit history)
Name
Stats roll 1
11,16,15,11,14,10
repeat(drop(reroll(4d6,1,below),lowest),6) 1,4,1,3,3,4,4,2,4,6,6,3,3,4,5,6,2,3,4,4,3,3,3,5,6,3,2,3,3,4
Stats roll 2
12,14,15,10,14,16
repeat(drop(reroll(4d6,1,below),lowest),6) 3,3,3,6,6,2,3,5,6,2,4,5,6,1,1,2,2,3,5,2,1,2,4,5,5,1,5,6,2,5,5,6
Link to comment
Share on other sites

Build

bonus feat: Observant

Human var.

feat: War Caster
skill: Perception

Stats

STR 16, DEX 12, CON 16, INT 10, WIS 18, CHA 14
Rolled (12,14,15,10,14,16)
Human var. WIS+1, CON+1
Observant WIS +1
ASI STR +2

Background - Marine

Skills: Athletics, Survival
Tools: Vehicles (land & water)
Languages: None
Equipment: A dagger that belonged to a fallen comrade, a folded rag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a pouch containing 10gp

 

Cleric of Umberlee

Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion and Religion

Equipment:

level benefits

1. Spellcasting, Divine Domain: Tempest, Wrath of the Storm, Bonus proficiencies, Domain spells: Fog Cloud, Thunderwave

2. Channel Divinity (1/rest), Turn Undead, Destructive Wrath

3. Domain spells: Gust of Wind, Shatter

4. ASI

5. Destroy Undead (1/2 CR), Domain spells: Call Lightning, Sleet Storm


Beyond Level Five:

Level 6 - Cleric: Thunderbolt Strike, Channel divinity (2/rest)

Level 7 - Cleric: No new Class features (other than level 4 spells)

Level 8 - Cleric: ASI (WIS +2), Divine Strike

Gear wishlist

Magic Items
+2 Longsword (rare)
Amulet of the Devout (rare)
Necklace of Adaptation (uncommon)
Mariner's Armor (uncommon)
 
Trinket
A shard of obsidian that always feels warm to the touch

 

 

Edited by Bearlord (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

Njar.png.9808655a35168377f0bc22eb1622bbd2.png.fc062a1dd69278c0795fdf5889739ff5.pngNjardun Istare  CN human male | Cleric 6

AC 17 | HP 51/51| INIT +1 | P. Perception 22 | Move 30' (Land and Swim) | Spells 1st: 4/4, 2nd: 3/3, 3rd:3/3 | Channel Divinity 3/3
STR 16 | DEX 12 | CON 16 | INT 10 | WIS 18 | CHA 14 | Feat Observant War Caster | Features Wrath of the StormAlso at 1st level, you 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 (a minimum of once). You regain all expended uses when you finish a long rest.
Channel DivinityDestructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

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.
Thunderbolt StrikeWhen you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

 

OOC...Actions

main hand: --
off hand: --

Actions -


ooc:

 

 

Edited by Bearlord (see edit history)
Link to comment
Share on other sites

  • 3 weeks later...
Njar.png.9808655a35168377f0bc22eb1622bbd2.png.fc062a1dd69278c0795fdf5889739ff5.pngNjardun Istare  6'2 human male CN | Cleric of Umberlee 6
Move: 30' (land and swim) | Passive Perception: 22 | Languages: Common, Northerner
Mariner's Scale Mail, traveler's outfit, shield, dagger, adventurer's pack

Out of combat post template

OOC...Actions

main hand: --
off hand: --

Actions -


ooc:

Edited by Bearlord (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

@DarkAngel Just to clarify how Njardun's Necklace of Adaption works.

In the description of the item it doesn't say anything about a bubble or dome around the wearer's head and it doesn't need to be activated. It's always active while worn and works in all environments where it's not possible to breathe normally.

Cap of Water Breathing on the other hand is described as creating a bubble of air around the wearer's head after saying a command word. This doesn't need to be attuned while Necklace of Adaption is.

That said if you say the Necklace creates a dome around the wearer's head when automatically activated then I'm fine with that.

Link to comment
Share on other sites

×
×
  • Create New...