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Othin Valison, Reaver Dwarf Forge Cleric of Volund


JubalBreakbottle

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Othin Valison
 
spacer.png
 
Gender: Male
Race: Reaver Dwarf
Alignment: Neutral

 
Class: Forge Cleric 1
Background: Sailor (Pirate)

Passive Perception: 15
Passive Insight: 13
Passive Investigation: 10

 

HP: 10
Hit Dice: 1d8
AC: 18
Initiative: +0
Size: Medium
Speed: 25 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
16
(+3)
DEX
10
(+0)
CON
14
(+2)
INT
10
(+0)
WIS
16
(+3)
CHA
10
(+0)
+3 Saves
+0 Saves
+2 Saves
+0 Saves
+5 Saves
+2 Saves
+5 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth (Disadvantage)


 
  +0 Arcana
+2 History
+0 Investigation
+0 Nature
+2 Religion
+3 Animal Handling
+3 Insight
+3 Medicine
+5 Perception
+3 Survival
+0 Deception
+0 Intimidation
+0 Performance
+0 Persuasion

 
 
Proficiencies Languages Class Abilities Race & Feats

Light Armor
Medium Armor
Heavy Armor
Shields
Simple Weapons
Smith's tools

Battleaxe
Warhammer
Heavy Crossbow
Longbow
Mason's tools

Vehicle (water)
Navigator's tools

Common
Dwarvish


 

Blessing of the ForgeAt 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

Once you use this feature, you can't use it again until you finish a long rest.
 
 
 
 
 
 
SpeedYour speed is not reduced by wearing heavy armor.
DarkvisionAccustomed 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 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.
Dwarven Armor (more Weapon) TrainingReplace proficiency of light and medium armor with Longbow & Heavy Crossbow.
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.
Feature: Bad ReputationNo matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

 

spacer.pngSpellcasting


Spell Slots: 2/2 (1st)

Spell Save DC: 13 Spell Attack Mod: +5 Spells Prepared: 4 (+2 domain)

Cantrips 1st-level 2nd-level 3rd-level

Light, VMSource: Player's Handbook

Evocation cantrip

Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Toll the Dead, VSSource: Player's Handbook

Necromancy cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Word of Radiance, VMSource: Player's Handbook

Evocation cantrip

Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spell Lists. Cleric

 

Domain: Identify, VSM (R)Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Domain: Searing Smite, V (B) (C)1st-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Ceremony, VSM (R)Source: Player's Handbook

1st-level abjuration (ritual)

Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement.

You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water.

You touch one vial of water and cause it to become holy water.
Coming of Age.

You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication.

You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite.

You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding.

You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Cure Wounds, VSSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Detect Magic, VS (R)Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Healing Word, V (B)Source: Player's Handbook

1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

 

 

 

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

8437-200.png Attacks

Spell / Weapon To Hit Damage, Type Properties (Range)

Toll the Dead (Thor's Thunder)
Word of Radiance (Balder's Brilliance)

+1 BattleaxeCrushing Blow.

As an action, you can make a single attack roll with your battleaxe against an armored or naturally armored creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but cannot be reduced below 10+ the target’s Dexterity modifier. This attack has no effect on creatures with magical armor, unless your battleaxe is also magical.

JavelinFearsome Accuracy.

As an attack, you may throw your javelin at a creature at the very limit of your range. Make an attack roll against a creature exactly 120 feet away. If the attack hits, the creature takes normal damage and must make a Wisdom saving throw. On a failure, the creature becomes frightened of you for 1 minute.

Trip.

As a melee weapon attack while you are wielding a javelin, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.

Light CrossbowShrapnel Shot.

As an action, make a single attack with your crossbow against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options:
• Creatures within 5 feet of the object must make a
Dexterity saving throw, taking 1d6 piercing damage on a failure.
• A creature adjacent to the object must make a
Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn.

Patient Shot.

You carefully align your crossbow’s sights over your target. As an action in a turn that you have not moved, you may make a single crossbow attack with advantage.

Unarmed Strike

Wisdom
Constitution

+6
+5
+2
+5

1d8/1d12, Necrotic
1d6, Radiant

1d8+4, Slashing
1d6+3, Piercing
1d8, Piercing
(4) 1+3, Bludgeoning

(60 feet)
Area (5 feet)

Magic, Versatile (1d10)
Thrown (30/120 feet)
Loading, two-handed (80/320 feet)

 

 
money-dollar-circle-512.png Money
 

Copper: 0 Silver: 1 Gold: 19 Platinum: 0 (20 Coins * .02 lbs. = 0.4 lbs. Total Weight)
 
Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
 

Weight: 143.4 lbs. / 240 lbs. max.
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: (84.4 lbs.)
 
Armor (65 lbs.) Weapons (13.5 lbs.) Readied Items (5.9 lbs.)

Chain mail (55 lbs.)
Shield (6 lbs.)
Traveler's Clothes (4 lbs.)














 

+1 Battleaxe (4 lbs.)
Javelin (2 lbs.)
Light Crossbow (5 lbs.)
20x Bolts, Quiver (2.5 lb.)









 

Amulet, Holy Symbol (1 lb.)
Knife from Vidar (0.5 lbs.)
Healer's Kit (10 uses) (3 lbs.)
Pouch: (1 lb.)
- Coins (0.4 lbs.)
- Tinderbox

 
education_icons_IF-06-512.png Equipment Stored
 

Stored Items: (59 lbs.)
 
In Backpack (49 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (10 lbs.)
Bedroll (7 lbs.)
Mess Kit (1 lb.)
Case, Map (1 lb.)
Waterskin (5 lbs.)
10x Torches (10 lbs.)
10x Rations (20 lbs.)
Rope, Hempen (50 feet) (10 lbs.)
 
 
Item_necklace_9.png Magic Items
 

Magic Items: (0.0 lbs.)
 
Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.)

+1 Battleaxe from Blessing of the Forge

AWhile wearing this ring, you can cast the jump spell from it as a Bonus Action at will, but can target only yourself when you do so.


5386-200.png Character Overview

 
 
Othin Valison was raised in Wolfheim in the heart of reaver culture.  He followed in his father's footsteps to become a forgepriest, a dedicated servant to Volund, Master of Fire and Anvil, Master Smith of the Gods.  He apprenticed smithing as worship crafting armor and weapons.  But of course, he was raised a reaver, such that his older brother Vidar smuggled Othin on to a longship as soon as he could run.  The two brothers were inseparable until Vidar joined Jarl Skuti’s reavers who conquered the Wolfmark, nine years ago. 
 
Vidar returned home a few times regaling the family with tales of conquest, giving gifts, and spending coins a plenty.  Othin seethed with barely concealed envy at being unable to participate in the conquest of the Wolfmark due to his youth.  The focus of his jealousy was Vidar's gift to him: a bone-handled knife from a darakhul legionnaire.  So, immediately after celebrating his fullbeard day declaring him an adult dwarf, he sailed for Skogarholm to join his brother.  Unfortunately, Vidar was not to be found.  Othin followed the trail to Johzt where he discovered that Vidar had lost a duel and fled to Donnermark.
 
Othin sailed to Donnermark in the Grand Duchy of Dornig and tracked his brother to a mercenary company protecting a merchant house.  His brother joined a caravan traveling south overland to Triolo via Salzbach and the Ironcrags.  So, Othin enlisted in the next caravan retracing its steps.  The caravan master remembered Vidar.  The caravan was attacked by bandits in the employ of Gellert the Gruesome of the Scarlet Citadel.  His brother chased them back to Redtower but never returned.  So after almost two months, Othin has just arrived in Redtower after separating from the caravan before reaching Schio.
 
After a tour of town, Othin settles into the Cage Tavern & Inn.  The locals give the reaver a wide berth and forget to charge him full fare for his room and board.  Evidently fearful memories of his brother Vidar are relatively fresh, so the locals are circumspect in their contentment that his brother had not returned from exploring the Scarlet Citadel.  Othin waits for the next crew assembling to explore the citadel.  While he wants to find his brother quickly, he learned the importance of good crew reaving.
 
 

Personality Quirks:
  • Life of the party (Hearty meals with flowing ale and mead are the reward in Midgard and important to share with your felag)
  • Obsessed with his reputation (Questioning his honor, accusing him of a crime or of cowardice, or falsely claiming credit for heroic deeds is asking for a fight.)
  • Believes in fate (Readily accepts his current situation and challenges that his death is foreseen by fate.  No sense being a coward.)

 

spacer.pngBackground
PHB: Sailor (Pirate)
 

Personality Traits:
Othin represents his homeland well: boisterous, loyal to his crew, and obsessed with his reputation.  He enjoys the reaction of the southerners to stay out his way. 

Ideal:
People. Othin is committed to his crewmates, not to ideals.

Bond:
Othin has dedicated himself to serve Volund.  He searches for his older brother Vidar and has followed his trail from the Wolfmark to the Scarlet Citadel.

Flaw:
His pride and obsession with his reputation will probably lead to his destruction.


 

Edited by JubalBreakbottle (see edit history)
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Othin Valison - Reaver Dwarf Forgepriest of Volundspacer.png



Post goes here.

"Speech"

thoughts in color and italics

 

 



Mechanics

Main Hand: Empty
Off Hand: Shield

___________________________________________________

Concentration: none
Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Consumables

HP: 10/10  HD: 1d8

DM Inspiration: Yes

Blessing of the Forge: +1 Battleaxe

Spellcasting: DC 13, +5 Attack

  • 1st level: 2/2
     

 

   

 

 

Edited by JubalBreakbottle (see edit history)
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