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Coltan Bluetemper - Hill Dwarf Folk Hero Forge Cleric


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Coltan Bluetemper

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Name: Coltan Bluetemper

Character Concept: Raised by parents who traveled throughout Ansalom working as itinerant smiths.

Race, Background, Subclass: Hill Dwarf, Folk Hero, Forge Cleric

Description: This broad-shouldered dwarf of average height wears a holy amulet of Reorx.  His shoulder length dirty blonde hair and full beard are relatively unkempt compared to most dwarves you might meet. He has a nasty scar down the right side of his face and eyes that sparkle gold.  Chain mail peeks out from the layers of his well-mended but stained leather and wool traveling gear. His weapons' belt hangs a bluish steel warhammer, a handaxe, and a dagger. He shoulders a backpack and shield.

Upon more careful observation, you find his hands are large and calloused.  Burn scars randomly cover his hands and arms showing his career near a forge.  His well-maintained kit indicates decades of travel and fastidious maintenance.

Coltan's facial expressions are intense.  His resting face reflects his serious demeanor, maybe even angry if you don't know him well.  However, he is quick to laugh and smile, especially after a few beer. 

Your Character's Plothook: 2. Coltan and Ispin defended a community from a notorious band of goblin raiders.

Past is Prologue: Coltan was born in 300 AC at the home of his maternal grandparents in Hillhome, a Neidar village located west of Thorbardin on the Passroad.  After a year, Scoria née Fireforge rejoined her husband Norite Bluetemper on the road with their new son.  Norite and Scoria traveled Ansalon as itinerant blacksmiths visiting villages which do not have resident smiths.  For almost 50 years, Coltan has traveled the continent with his parents who seem to be friends with everyone.  Actually, not everyone likes them, but they have more friends and acquaintances than rivals.  Now, Coltan is as famous as his parents among the small villages and manors who don't have a resident blacksmith and the trails connecting them.

Sixteen years ago, he met Ispin when they defended a village from a notorious band of goblin raiders.  He got the scar on his face during this melee.  They then traveled together for months and have kept in touch over the years.

Last year, Coltan celebrated his Fullbeard Day in Hillhome with his parents and mother's family.  His parents gifted him a set of chain mail and warhammer of their own make and his own set of traveling smiths' tools.  However, inspired by his cousin Flint, Coltan decided to start traveling on his own. While his father was disappointed to separate from his only son, he grudgingly accepted it and gifted his personal holy symbol of Reorx to guide his son.

Truths, Rumors, and Lies:

  1. [Truth] Coltan is a capable smith
  2. [Lie] Coltan has a girl in every village
  3. [Truth] He received the scar on his face from battling a goblin

Include at least two of the following:

  • Is Might Right?  Coltan has seen the best of people governed within small communities and villages.  He would be skeptical of the corruption of larger governments which maintain armies.
  • Diety.  Coltan inherited his divine beliefs from his parents that Reorx created the world, dwarves, and the ability of crafting.  While Reorx doesn't answer his prayers, his faith is no less strong.
  • Music. He grew up next to a forge, so the sounds of striking hammers, breathing bellows, and hissing quenches comfort him, so the modern songs of AC/DC and Led Zeppelin would resonate with him.  In addition, he's a dwarf who likes to drink and party, so Irish drinking songs would be how he parties.
  • Impressions.
    • Katlina Grovegust, Kender Monk - Coltan, Ispin, and Katlina became friends during the same goblin raid sixteen years ago.  They traveled together his Coltan's parents for months before Ispin and Katlina went separate ways.  Coltan and Katlina have run into each other over the years and traveled together.  She attended Coltan's Fullbeard Day in Hillhome last year and have been traveling together since then.  Katlina is an even-tempered, free-spirit traveling like a beautiful leaf on the wind.  She keeps the air light and makes Coltan smile, because he's usually too serious. 
    • Hunni Collic, Gully Dwarf - Coltan would constantly step back from her to restore his personal space.  He would marvel at her intelligence but not her hygiene.   Her persistent friendliness would buoy Coltan's usual seriousness demeanor.
    • Meryelle Keryndon, Half-Elf - Coltan would find her too academic and chalk it up to being elven.  Coltan crafts with his hands and his heart, so her intellectual perspective would be alien to him.
    • Wybil D'kazitwirx, Tinker Gnome - Coltan would believe that Wybil has been blessed by Reorx.  Although he would not understand him often, he would deeply respect his genius struggling to comprehend him.
  • Connections.
    • Father: Norite "Nori" Bluetemper, father and smith
    • Mother: Scoria Bluetemper (nee Fireforge), mother and smith
    • Fireforge clan: maternal family
    • Rival: Beryl Frostbeard - Five years ago, Coltan crossed paths with Beryl, a older cranky Neidar dwarf.  At a tavern in front of a village, Beryl insulted Coltan's parents, especially his mother.  Being young and a little drunk, Coltan over-reacted and humiliated Beryl.  Beryl would attack Coltan if he saw him again.

 

Edited by JubalBreakbottle (see edit history)
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Dwarf (Hill)

 
Ability Scores: Con +2; Wis +1
Size: Medium
Speed: 25 ft.
 
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 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: Smith's tools, brewer's supplies, or mason'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.
 
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Edited by JubalBreakbottle (see edit history)
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Folk Hero

 
  • Skill Proficiencies: Animal Handling, Survival

  • Tool Proficiencies: One type of artisan's tools (tinker's tools), vehicles (land)

  • Equipment: A set of artisan's tools (smith's tools), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

  Personality Trait
4. I have a strong sense of fair play and always try to find the most equitable solution to arguments.
  Ideal
1. Respect. People deserve to be treated with dignity and respect. (Good)
  Bond
4. My tools are symbols of my past life, and I carry them so that I will never forget my roots.
  Flaw
2. I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Edited by JubalBreakbottle (see edit history)
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Forge Cleric
 
Level Proficiency
Bonus
Features

Hit Points

Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2
  • Spellcasting
  • Divine Domain
8 3 2
2nd +2
  • Channel Divinity (1/short rest)
6 3 3
3rd +2   5 3 4 2
 
 
Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st
Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.
Starting Equipment

You start with the following items, plus anything provided by your background.

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

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

  1. Light
  2. Sacred Flame
  3. Word of Radiance

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.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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.

  1. Bless C
  2. Cure Wounds
  3. Detect Magic C, R
  4. Healing Word B
  5. Guiding Bolt
  6. Spiritual Weapon

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric 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.

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.  At each indicated cleric level, add the listed spells to your spells prepared.

 
Cleric Level Forge Domain Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

Blessing of the Forge

At 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.

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.

Channel Divinity: 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.

Channel Divinity: 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 the 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.

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.  You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Edited by JubalBreakbottle (see edit history)
Name
2nd level
6
1d8 6
3rd level
4
1d8 4
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Inventory

Worn

  1. Belt pouch containing coins - Starting equipment (background)
  2. Holy symbol, amulet - Starting equipment (class)
  3. Set of traveling clothes - 2 gp
  4. Shield (AC +2) - Starting equipment (class)
  5. Splint armor (AC 17) - Dragonarmy officer's armor
  6. Cloth-of-Gold vestments

Weapons

  1. +1 Holy Warhammer (1d8 fire - versatile (1d10)) - Gift from Reorx
  2. Warhammer (1d8 bludgeoning - versatile (1d10)) - Starting equipment (class)
  3. Handaxe (1d6 slashing - light, thrown (20/60 ft.)) - Starting equipment (class)
  4. Dagger (1d4 piercing - light, thrown (20/60 ft.)) - 2 gp

Instruments & Tools

  1. Smith's tools - Starting equipment (background)

Other

  1. Explorer’s pack - Starting equipment (class)
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope
  2. Shovel - Starting equipment (background)
  3. Iron pot - Starting equipment (background)
  4. Set of common clothes - Starting equipment (background)
  5. Case, Scroll or Map - 1 gp

Money

Coins
Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp)
0 15 0 0

Trinket

37 - A small, weightless stone block (PHB 159)

 

Loot

  • 10gp from initial draconians - coins updated
  • Set of damaged plate armor - stored at Master Smelt'ammer's smithy
  • Set of dragonarmy officer splint armor - refitted and replaced chain mail
  • 100 gp pearl from party treasure, bought in Vogler
  • Cloth-of-gold vestments (art worth 25 gold) [from third combat]
  • Cloth-of-Gold vestments - looted from Fewmaster ogre
  • a spell scroll (cantrip: thaumaturgy, cleric) [from Fewmaster Gholcag]

 

Edited by JubalBreakbottle (see edit history)
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Statblock
Medium humanoid (dwarf), Neutral Good
Age: 51 years old | Height: 4′–6″ | Weight: 150 lbs.
Armor Class: 19 (17 splint armor + 2 shield) | Max HP: 21 (2d8 + 6 + 2 hill dwarf)
Speed: 25 ft.
Proficiency Bonus: +2
STR
14 (+2)

Save: +2
Athletics: +5
Carrying Capacity: 210 lb.
Lift/Push/Drag: 420 lb.

 

DEX
8 (−1)

Save: −1
Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆

 

CON
16 (+3)

Save: +3





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +2
Nature: +0
Religion: +2
WIS
16 (+3)
Save: +5
Animal Handling: +5
Insight: +3
Medicine: +3
Perception: +5
Survival: +5
CHA
10 (+0)
Save: +2
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +2

 

☆ disadvantage on Dexterity (Stealth) checks from Chain Mail Armor.

Damage Resistances: You have advantage on saving throws against poison, and you have resistance against poison damage.
Damage Immunities:
Senses: Darkvision 60 ft., passive Perception 15, passive Insight 13, passive Investigation 12
Languages: You can speak, read, and write Common and Dwarvish
Proficiencies: heavy armor, medium armor, light armor, shields, simple weapons, mason's tools, smith's tools, tinker's tools, vehicles (land), battleaxe, handaxe, light hammer, and warhammer.

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 fire damage.
Versatile damage: 1d10 + 3 fire damage.
Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.
Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.
Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.
Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.
Fail: 1d8 radiant damage.
Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice.
Fail: 1d6 radiant damage.
Turn Undead.  Each undead that can see or hear you within 30 feet of you must make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Bonus Actions
Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
Reactions

 

Edited by JubalBreakbottle (see edit history)
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 17/19 (Splint armor +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
StrSave: +2

Athletics: +5

Carrying Capacity: 210 lb.
Lift/Push/Drag: 420 lb.
:
14 (+2) | DexInitiative: −1
Save: −1

Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆

☆ Chain mail gives disadvantage
:
8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0

Arcana: +0
History: +0
Investigation: +2
Nature: +0
Religion: +2
:
10 (+0) | WisSave: +5

Animal Handling: +5
Insight: +3
Medicine: +3
Perception: +5
Survival: +5
:
16 (+3) | ChaSave: +2

Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +2
:
10 (+0)

Languages: Speak, read, and write Common and Dwarvish


The dwarf chugs behind the long-legged.  We dwarves are natural sprinters.  Very dangerous over short distances. 

At least those monsters stopped!  He appreciates with his lungs burning like a furnace.


OOC

Action: Dash 25 ft, Total 50 ft

Bonus Action:

Movement: Move 25 ft

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 4/4 | 2nd 2/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  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.

1st level spells prepared

  • Identify (V,S,M) Ritual. 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.
  • Searing Smite (V). 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.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  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.
  3. Detect Magic (V,S) Ritual. 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.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  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.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

 

Edited by JubalBreakbottle (see edit history)
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Love the backstory, and I love even more that you linked to the Dragonlance wiki with specific places.

Of concern: Please remove the links to the site that shan't be named lest we all get in trouble. As much as I rely on it myself, I would never link it here for fear of a rules strike.

Otherwise, I really like your app. Very nice and solid. Marked reviewed.

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1 hour ago, Kamishiro_Rin said:

Love the backstory, and I love even more that you linked to the Dragonlance wiki with specific places.

Of concern: Please remove the links to the site that shan't be named lest we all get in trouble. As much as I rely on it myself, I would never link it here for fear of a rules strike.

Otherwise, I really like your app. Very nice and solid. Marked reviewed.

Great for love! 

Please message me the links to the site that shan't be named.  I really don't know what I did and want to be clear, so I can undo it asap.

thanks

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Lines & Veils

Lines

  • Sexual violence
  • Graphic violence against children

Veils

  • Sex scenes
  • Romance beyond flirtation

Thumbs-Up (stuff you’d actually be happy to see!)

  • Connect storyline to backstory
  • Become heroes of Dragonlance, so they write more trilogies about our characters

 

 

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  • 4 weeks later...
  • 4 months later...

HP

New, Level 4 Max HP: Roll your Hit Die = 7.

31 +7 +3 +1 = 42 total

New Class Features

The actual wording of each of your new class features. Feel free to copy and paste from the site that shall not be named on MW.

ASI

+2 to Wisdom to 18

Dragonlance Campaign Level 4 Bonus Feat

War Caster

Prerequisite: The ability to cast at least one spell

You 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.

Spell Slots

Cantrips Known: 3 ▶ 4 mending

Level 1: 4 ▶ 4

Level 2: 2 ▶ 3

Edited by Kamishiro_Rin (see edit history)
Name
HP
10
1d8+3 7
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   spacer.pngColtan Bluetemper

Level 4 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan


OOC

Action:

Bonus Action:

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 4/4 | 2nd 3/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  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.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. 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.
  • Forge Domain: Searing Smite (V). 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.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  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.
  3. Detect Magic (V,S) Concentration, Ritual. 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.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  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.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • 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.
Edited by JubalBreakbottle (see edit history)
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