Bearlord Posted January 16 Clone Share Posted January 16 (edited) Njardun Istare Reluctant cleric of the Queen of the Depths "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)Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. | Resistance (C)Casting Time:1 minute Range:Touch Components:V, S, M (a miniature cloak) Duration: Concentration up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends. | Spare the DyingCasting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. | ThaumaturgyCasting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. FIRST LEVEL Fog Cloud (C)(D)Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. | Thunderwave (D)Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. SECOND LEVEL Gust of Wind (C)(D)Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. | Shatter (D)Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. THIRD LEVEL Call Lightning (C)(D)Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. | Sleet Storm (C)(D)Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Concentration, up to 1 minute Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. (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 February 12 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 More sharing options...
Bearlord Posted January 16 Author Clone Share Posted January 16 (edited) 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 February 12 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted January 25 Clone Share Posted January 25 (edited) token On 1/17/2024 at 9:18 AM, Bearlord said: Magic Items +2 Longsword (rare) Amulet of the Devout (rare) Necklace of Adaptation (uncommon) Mariner's Armor (uncommon) Approved Edited January 25 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted January 25 Author Clone Share Posted January 25 (edited) Njardun Istare CN humanVariant male | ClericCleric of Umberlee (Tempest) 6 AC 17Scale Mail: AC 14 Dexterity: +1 Shield: +2 | 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 STRSAVE +3 Athletics +6 16 | DEXSAVE + 1 Acrobatics +1 Slight of Hand +1 Stealth +1 12 | CONSAVE +3 16 | INTSAVE +0 Arcane +0 History +0 Investigation +0 Nature +0 Religion +3 10 | WISSAVE +7 Animal Handling +4 Insight +7 Medicine +4 Perception +7 Survival +7 18 | CHASAVE +5 Deception +2 Intimidation +2 Performance +2 Persuasion +2 14 | Feat ObservantQuick to notice details of your environment, you gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. War CasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: 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. | 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 February 12 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted February 12 Author Clone Share Posted February 12 (edited) Njardun 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 February 12 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted February 14 Author Clone Share Posted February 14 (edited) Free Valentine's Day gift: Perfume of Bewitching Edited February 14 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 3 1d4 3 Link to comment Share on other sites More sharing options...
Bearlord Posted February 26 Author Clone Share Posted February 26 @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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted February 26 Clone Share Posted February 26 Yeah, thats how I've always played it... protects from poison gas and stuff too Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bearlord Posted February 26 Author Clone Share Posted February 26 That's cool then. Just wanted to clarify. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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