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Hagran Oakbranch, Dwarf Cleric


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Hagran Oakbranch

Old Deadeye's Priest

 

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"Respect your home and family. Only then you can respect yourself."

 

CLERIC 1

Medium humanoid male (Hill Dwarf), lawful good


Armor Class 18

Hit Points 12 (1d8 + 4)
Speed 25' ft.


Senses darkvision 60' ft.

Languages common, dwarvish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 13 (+1)
Save +1
Athletics +3


Dexterity 10 (+0) 
Save +0 
Acrobatics +0 | Sleight of Hand +0 | Stealth +0*


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


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


Wisdom 16 (+3)
Save +5 
Animal Handling +3 | Insight +5 | Medicine +5 | Perception +3 | Survival +3


Charisma 10 (+0)
Save +2
Deception +0 | Intimidation +2 | Performance +0 | Persuasion +2

* Disadvantage from Heavy Armor / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Brewer's supplies, dice set 
  • Vehicles Land 
  • Weapons Simple, handaxe, greataxe, light hammer, warhammer 
  • Armors Light, medium, heavy and shields

CLERIC CLASS ABILITIES
Divine Domain: OrderAt 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. 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.

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
 | Voice of AuthorityStarting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.


RACIAL TRAITS
DarkvisionAccustomed to twilit forests and the night sky, 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 ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Tool ProficiencyYou gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. | StonecunningWhenever 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.  Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.

 

WEAPONS

WEAPONS

  • Warhammer +3 to hit for (1d8+1) bludgeoning damage. | Versatile (1d10)
  • Light Crossbow +2 to hit for (1d8) piercing damage. | Loading, range, two-handed (80/320)

 

SPELLS

SPELL SLOTS 2/2 (1st)

  • Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 4

CANTRIPS

Guidance | Light | Sacred Flame*


FIRST LEVEL

Bless (C) | Command* | Cure Wounds | Healing Word (B) | Heroism* (C) | Shield of Faith (B)(C)

* Denotes a Domain spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (128.7 lbs.)

  • Weight: 128.7 lbs. / 292.5 lbs. max. (15 x 1.5 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.2 lbs.)

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

(10 Coins x .02 lbs. = 0.2 lbs. Total Weight)


EQUIPEMENT READIED (74.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (65 lbs.) Traveler's Clothes - 4 lbs. | Chain Mail - 55 lbs. | Shield - 6 lbs.
  • Weapons (7 lbs.) Warhammer - 2 lbs. | Light Crossbow - 5 lbs.  
  • Readied Items (2.5 lbs.) Holy Symbol - 1 lb. | (20) Crossbow Bolts - 1.5 lbs.

EQUIPMENT STORED (54 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (37 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1 lb. | (10) Torches - 10 lbs. | (10) Rations - 20 lbs. | Dice Set
  • Strapped to Backpack (17 lbs.) Waterskin - 5 lbs. | Hempen Rope - 10 lbs. | Bedroll - 2 lbs.

* Denotes magic item (see below)

 

APPEARANCE

Age 132 | Height 4' 9" | Weight 172 lbs. | Hair Auburn Red | Eyes Blue | Complexion Stocky


Hagran wipes the sweat off his brow and lets out a deep sigh after hours of work. He rests his muscular and hairy arms on top of the shovel for a minute before going back to the house. He cleans himself, washing his red hair and beard. Even for a country man, the dwarf liked to be clean and neat. He changes his simple farmer clothes for a brown tunic with green lines. Hagran sits in a chair and starts braiding his beard, adorning it with a gold band which he inherited from his father, maybe the only luxurious item he has ever possessed. He puts something around his neck: a little depiction of a bow and arrow made from beautifully worked wood, the holy symbol of Erastil. He looks at the chain mail that rests at the side of his bed, almost unused along with a warhammer and a wooden shield, knowing that soon may be the time to don them. But for now, it's time for prayer. He gets to a humble altar that's propped up in the middle of his house and gets on his knees.

 

BACKGROUND

ROSTLANDER
Source Custom


  • Personality Traits: I judge people by their actions, not their words. If someone is in trouble, I'm always ready to lend help.
  • Ideals: Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
  • Bonds: I worked the land, I love the land, and I will protect the land.
  • Flaws: Secretly, I believe that things would be better if I were a tyrant lording over the land.

Background Feature: Hefty HaulerYou can carry more than your frame implies. Increase your maximum carrying capacity by half. (i.e. STR 12 could carry 270 lbs.instead of 180 lbs.)


BACKSTORY

The only child of an older dwarven couple who moved into the farmlands of Rostland years ago, Hagran Oakbranch has worked the earth for almost all of his life. His parents, staunch followers of Erastil, taught him about the values of community, peace, order and duty since he was born. And so, Hagran grew up in a life devoted both to prayer and work. As a young boy he was lively and kind. He happily helped his family and neighbours with any task that they needed to do. The dwarf learned that the peace and quiet that they enjoy comes from law and order. Just as growing the crops require thought, planning, care and keeping in line with what must be done, also people benefit more when they follow the rules. With chaos and improvisation comes disruption and failure.

 

Hagran's parents passed when he was still young (for a dwarf). Since then, he tended to the farm alone and prayed more. Though still kind and cooperative, he started to live closer to isolation, talking to neighbours or going to the nearest town only when absolutely necessary. Family gave meaning to his life and the grief of losing it was becoming too much.

 

That changed when the dwarf met Ysolda, a retired adventurer who looked for a peaceful life in the farms and came to Rostland. The two fell quickly in love, he could spend hours listening to her stories about adventures and loved her energy and spirit. In turn, she liked the stability that Hagran provided, as well as his wisdom and the passion with which he defended his values. They eventually got married and had two beautiful kids: Brustar and Hilda. Hagran recovered the meaning of his life as he could lead a family into growth.

 

Sadly, as a few years with bad crops went by, the differences between the couple which they found so endearing turned into tensions, which then turned into fights. Ysolda tried to convince his husband that they had to leave Rostland, find another place where they could do better and raise happier children. Hagran was stubborn though, he didn't want to leave the earth that had seen him grow, the place that his parents had put so much work into. He wanted his kids to be farmers just as him and his grandparents. In one particularly bad fight Hagran said that it was Ysolda's fault that the farm wasn't doing well, that Erastil was punishing them because of her rebelliousness, a sentence that the dwarf regrets until today. She could not take anymore and left with the kids.

 

After several years of reflecting on what he did wrong, Hagran remembered that Erastil would only find redemption in actions. He then turned to the community looking for a new meaning. He accepted help and advise from his neighbours and he helped in return. That is when he started manifesting new powers that allowed him to aid the community even further, not only with mundane tasks but also with spiritual guidance.

 

After hearing several news about chaos in the south, he paid attention to the chaos that was rampaging there. Many people had been affected by barbarians or bandits. Then came the Aldori swordlords' call and Hagran had an epiphany: Ysolda was right, home was more than the land where he grew up, the people and his family were also home. As he was now stronger and wiser, then he could help building a better place for the community to live in.

 

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