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Ruby Graybeard


SMARTAgentKC

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Bio

85ec2a7e3521224f69a2ccb655ca1f54.jpg.20c3b766cfdbecd69bb4c373aee25c7f.jpgCharacter Name: Ruby Graybeard

Age: 125

Gender: Female

Race: Hill Dwarf 

Classes: Cleric Life Domain / Warlock Celestial Patron  

Background: Acolyte

Bio:  Ruby Graybeard is one of the last dwarves in highhome who devoted themselves to the worship of Berronar Truesilver The Revered Mother and matriarch of the dwarven pantheon. When Ruby was a young acolyte, one of the elders of the faenors or the church of Berronar Truesilver received a bad omen saying that highhome was under attack by forces beyond the vision and power of most and that if they did not abandon the stronghold that their destruction was unavoidable. Unfortunately, this omen came at the time when the stronghold was at its peak of prosperity and many of the younger generation dismissed the prattle of the old mothers saying that they were just vindictive because the lot was strict in their rules and ways and everything was met with distain when it came to more modern ideas. The omen went ignored and the number of faithful became less. 

As the years went on disaster after disaster including high birth mortality, poor crop yields and a series of natural disasters laid waste to the stronghold. Ruby asked the elders of the elders of the church why this was happening and the elder simply replied "an bad omen was given with the instruction to abandon Highhome. The people did not listen therefore they will have their destruction. When the last of the faithful dies, Highhome dies as well." Ruby swore to the elder that even if she was the last one she would remain faithful. However within a year of this last omen, another natural disaster struck consuming many of the Fernor as an earthquake destroyed the main church bringing it down upon all inside including Ruby. In the dark and trapped, Ruby just prayed for deliverance asking if this was the end for her because she wasn't faithful enough. A voice whispered to her "do you doubt the strength of your faith Ruby Graybeard." Ruby asked what faith had to do with strength "Faith is a powerful force if wielded properly, I can guide you to wield it if you make a pact with me." Ruby asked who the being was. The voice answer "I am Jasper Goldheart, one of many who serve the great mother Berronar Truesilver in the realms beyond your own. Do you want my guidance to turn your faith into strength." Ruby hummed "I do, name the terms of the pact." Jasper hummed "we can discuss details later right now I just need you to have faith and my power will come through you, watch out it's going to be very strong" With a surge of magical energy Ruby managed to dig her way out of the darkness and climb out of the rubble of the church and proceeded to dig out several others who were also buried 

Jasper would later give her the terms of the pact which aligned with most of the acolyte ways however some of the rules had to be bent for the greater good and although she was a source of light and healing, a new ailment called Stoneblood was starting to consume everyone and even the healing magic Ruby knew wasn't working. When she prayed Jasper answered. "Stoneblood sounds like a form of blood petrification a very deadly condition that can only be reversed by powerful healing magic stronger than what you can currently wield but don't worry I think I know where we can find a cure just give me some faith and I'll work things on my end okay? Ruby agreed. 

The King would then summon Ruby and task her and others with finding the cure for Stoneblood, it's location the fabled Dwarven Mountain of the Outlands. Ruby accepted the task silently figuring it was a result of the work Jasper was doing on his side of the pact. 

 

Mechanics 

Cleric Life Domain / Warlock Celestial Patron 4, gestalt, Neutral Good

ABILITIES & SKILLS 
(E) denotes expertise. / Bold denotes proficiency.

Proficiency Bonus: +2

Race: Hill Dwarf

Gender: Female

Armor Class: 18 (Scale Mail, Shield)

23 (with Shield Spell)

Hit Points: 43

Speed: 25 ft.

Senses:, Dark Vision (60 feet)

Passive Investigation 12

Passive Perception: 16

Passive Insight: 16

Languages: Common, Dwarfish, 

Initiative: +2

Strength 18 | Save +4
Athletics 

Dexterity 15 | Save +2
Acrobatics  | Sleight of Hand  | Stealth 

Constitution 18 | Save +4
No skills associated.

Intelligence 14 | Save +2
Arcana  | History  | Investigation  | Nature  | Religion 

Wisdom 18 | Save +6
Animal Handling  | Insight | Medicine  | Perception  | Survival 

Charisma 18 | Save +6
Deception  | Intimidation | Performance  | Persuasion 

 

PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools : Herbalism Kit, Cook's Utensils, Brewer's Tools
  • Instruments None
  • Weapons : All Simple, Battle Axe, War Hammer
  • Armors : Light Medium and Heavy and Shields

Background: Acolyte (Customized)

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric — performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The Gods article contains a sample pantheon. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

In service to: Berronar Truesilver (Respects most religions minus those that do evil on purpose)

  • Skill Proficiencies: Insight, Religion
  • Languages: None 
  • Tools: Herbalism Kit, Cook's Utensils 
  • Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

CLERIC CLASS ABILITIES

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level.

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.

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. You use your Wisdom whenever a 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 Domain

Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain 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

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

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.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

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.

Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on your level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.


WARLOCK CLASS ABILITIES

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level.

Agonizing Blast

(Player's Handbook, page 110)

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Book of Ancient Secrets

(Player's Handbook, page 110)

Prerequisite: Pact of the Tome

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. 

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a warlock cantrip for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.


RACIAL TRAITS

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Brewer's Tools

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Subrace. Choose one of several subraces for your character.

Hill

(Player's Handbook, page 18)

Ability Score Increase. Your Wisdom score increases by 1. (Changed to Increase intelligence Score by 1 via Ability Score Improvements Rule)

Size. Your height is 3'8" with a modifier of +2d4. Your weight is 115 lbs. with a modifier of +(height roll) x 2d6.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


ASIs and FEATS

Starting Stats: 16,14,16,13,18,18

Racial: +2 Constitution (18) + 1 Intelligence (14)

Level 4: + 2 Strength (18) + 1 Dexterity (15)

Lv1 Feat: Strixhaven Initiate Link

Strixhaven Initiate

You have studied some magical theory at the school and have learned a few spells associated with one of the colleges at the university.

Choose one of Strixhaven's colleges: Lorehold, Prismari, Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st level spell based on the college you choose, as specified in the Strixhaven Spells table.

You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast it with any spell slots you have.

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

 
Lorehold Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell.
Prismari Choose two from Fire Bolt, Prestidigitation, and Ray of Frost. Choose one 1st-level Bard or Sorcerer spell.
Quandrix Choose two from Druidcraft, Guidance, and Mage Hand. Choose one 1st-level Druid or Wizard spell.
Silverquill Choose two from Sacred Flame, Thaumaturgy, and Vicious Mockery. Choose one 1st-level Bard or Cleric spell.
Witherbloom Choose two from Chill Touch, Druidcraft, and Spare the Dying. Choose one 1st-level Druid or Wizard spell.

(Choose Witherbloom, Charisma, Chill Touch, Druidcraft, Shield)

Lvl4 Feat: Divinely Favored link

A god has chosen you to carry a spark of their divine power.

You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the Augury spell.

You can cast the chosen 1st-level spell and the Augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Alignment 1st-level Spell
Evil Choose one 1st-level warlock spell
Good Choose one 1st-level cleric spell
Neutral Choose one 1st-level druid spell

In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.

(Charisma, Neutral, Word of Radiance, Goodberry,)  

Spellcasting 

Cantrips: 

Cleric: Guidance, Mending, Spare the Dying, Thaumaturgy

Warlock: Eldritch Blast, Prestidigitation, Mage Hand, Sacred Flame, Light, Fire Bolt, Mold Earth, Shocking Grasp

Feats: Chill Touch, Druid Craft, Word of Radiance (Ran by Charisma)

 

Level 1: 

Cleric: Cure Wounds, (Domain) Bless (Domain) Healing Word, Shield of Faith, Create and Destroy Water, Sanctuary, Detect Magic, Purify Food and Drink

Warlock: Guiding Bolt, Comprehend Languages, Unseen Servant

Ritual Book: Tenser's Float Disc, Identify

Feats: Shield, Goodberry (Ran by Charisma)

Level 2: 

Cleric: Lesser Restoration (Domain) Spiritual Weapon (Domain) Aid, Prayer of Healing

Warlock: Misty Step, Flaming Sphere

Feats: Augury (Ran by Charisma)

Equipment Cleric Class 

  • (a) a mace, or (b) a warhammer (if proficient)
  • (a) scale mail, or (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts, or (b) any simple weapon (Hand Axe)
  • (a) priest's pack, or (b) an explorer's pack
  • A shield and a holy symbol

Background Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

Adventure Gear: 

Priest's Pack: Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Herbalism Kit (5gp)

Cook's Utensils (1gp)

Brewer Tools (20gp) 

Tent (2gp)

Ink (10gp)

Ink Pen (.02gp)

Chest (5gp)

Mess Kit (.2gp)

Crowbar (2gp)

Bedroll (1gp)

2 tankards (.02gp)

Bucket (.5gp)

2 Pitchers (.02gp)

Total Cost of Gear: 46.8 gp

Money Remaining: 68.2gp 


Magic Items

Common

Clothes of Mending

Cleansing Stone

Uncommon

Amulet of the Devout +1 (Used as main Focus for all magic)

Winged Boots


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Dice Roll Post, forgive me if I get the code wrong 

 

Looks like I'll take the first set, very respectable

Name
Stats 1
13,16,14,18,18,16
repeat(drop(reroll(4d6,2,below),lowest,1),6) 1,3,4,5,1,2,4,5,3,1,2,6,5,4,4,3,6,6,3,6,6,1,3,6,2,2,6,6,6,2,5,5,1,4
Stats 2
15,13,14,11,14,14
repeat(drop(reroll(4d6,2,below),lowest,1),6) 6,1,6,3,1,3,5,5,3,3,6,4,4,4,4,1,1,4,2,1,3,3,4,2,3,4,2,2,6,6,3,3,5
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