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JubalBreakbottle

JubalBreakbottle

  

 spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 16/18 (Chain Mail +2 Shield) | HP: 21/21 (2d8+6+2) | 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


"Thank you for your time and generosity, Milady." Coltan thanks the knight and bids his ado as well. 

Outside the keep, the dwarf tucks the sack of gold in his gear and replies to Artanis, "If you want m'skills to fashion your first set of plate armor, would you please join me to meet Fezzlidst Smelt’ammer and secure his forge?  Let's deposit this armor and secure the conditions, before any festivities.  Our lodging should be secure, and we can regroup at the Brass Crab, right?"  He leaves unsaid a jab at Mery that they honorably received the gold anyway preferring her to arrive at that conclusion on her own.

Regardless of the young knight's decision, the dwarf heads to the local smithy hauling the one, maybe two sets of plate armor and letter of introduction from Becklin.  He would secure a forge and the bits to repair, resize, and redecorate the armor.  The smithy tools are in his backpack lovingly packed in oiled leathers.


OOC

Action: Head to Fezzlidst Smelt’ammer.  Assess the work (cost & time) to restore and resize the armor.

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.

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 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.

1st level spells prepared

  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

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).

 

JubalBreakbottle

JubalBreakbottle

  

 spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 16/18 (Chain Mail +2 Shield) | HP: 21/21 (2d8+6+2) | 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


"Thank you for your time and generosity, Milady." Coltan thanks the knight and bids his ado as well. 

Outside the keep, the dwarf tucks the sack of gold in his gear and replies to Artanis, "If you want m'skills to fashion your first set of plate armor, would you please join me to meet Fezzlidst Smelt’ammer and secure his forge?  Let's deposit this armor and secure the conditions, before any festivities.  Our lodging should be secure, and we can regroup at the Brass Crab, right?"  He leaves unsaid a jab at Mery that they honorably received the gold anyway preferring her to arrive at that conclusion on her own.

Regardless of the young knight's decision, the dwarf heads to the local smithy hauling the two sets of plate armor and letter of introduction from Becklin.  He would secure a forge and the bits to repair, resize, and redecorate the armor.  The smithy tools are in his backpack lovingly packed in oiled leathers.


OOC

Action: Head to Fezzlidst Smelt’ammer.  Assess the work (cost & time) to restore and resize the armor.

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.

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 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.

1st level spells prepared

  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

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).

 

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