"The Omniscience/Nerull said I wasn't done!"
CG Male Hill Dwarf Cleric of Torm (War Domain) 7
AC: 18 (platemail)
SAVES: STR + 4, DEX – 1, CON + 3, INT + 1, WIS + 6, CHA + 5
HP: 59 (7d8+24) (7d8 HD) (see feats)
MELEE: + 1 warhammer of torm + 8 (1d10 + 5 Bludgeoning) (versatile 1d8/1d10)
RANGED: javelin + 7 (1d6 + 4 Piercing) (3x; 30’/120’)
SPELL: + 6; DC: 14
25’ speed; Darkvision 60’
STR 18, DEX 9, CON 16, INT 13, WIS 17, CHA 14
ADVANTAGE: saves vs poison
DISADVANTAGE: stealth (armor)
PROFICIENCY: simple weapons, martial weapons; light armor, medium armor, heavy armor, shields; mason’s tools; stonecunning (2x prof to History re: stonework); Insight, Medicine, Persuasion, Religion
SKILLS: Acrobatics – 1, Animal Handling + 3, Arcana + 1, Athletics + 4, Deception + 2, History + 1 (+ 6 re: stonework), Insight + 6, Intimidation + 2, Investigation + 1, Medicine + 6, Nature + 1, Perception + 3, Performance + 2, Persuasion + 5, Religion + 4, Sleight of Hand, – 1, Stealth – 1, Survival + 3
FEATS: Heavy Armor Master (in heavy armor, non-magical bludgeoning, piercing, and slashing damage reduced by 3)
Ritual casting, Spellcasting focus (holy symbol)
SPELL SLOTS: 4x 1st–level, 3x 2nd–level, 3x 3rd–level, 1x 4th–level
REGULARLY PREPARED SPELLS (can choose up to 10/day from cleric spell list):
1st: create or destroy water, cure wounds, protection from evil and good, purify food and drink (ritual)
2nd: calm emotions, lesser restoration, warding bond
3rd: beacon of hope, magic circle
4th: guardian of faith
STATIC SPELL SLOTS:
0th: guidance, resistance, sacred flame, spare the dying
1st: divine favor, shield of faith
2nd: magic weapon, spiritual weapon
3rd: crusader’s mantle, spirit guardians
4th: freedom of movement, stoneskin
War Priest: Up to 3 times per long rest (Joll’s Wisdom modifier) when he uses the attack action, Joll may make an additional weapon attack as a bonus action.
Channel Divinity: Joll can channel twice per short rest as an action. Choose one of the following effects when Joll channels:
When Joll makes an attack roll he can use Channel Divinity to gain a + 10 bonus to the roll. He may make this choice after the roll, but before the attack is determined to hit or miss.
Present holy symbol and say a prayer as an action. All undead within 30 feet must make a Wisdom saving throw or be turned for 1 minute (or until taking damage). Turned creatures move away and can’t willingly approach within 30 feet, can’t take reactions, and only try to escape if held. It uses Dash to get away or Dodge if it cannot as its action.
Destroy Undead: When an undead fails its saving throw against Joll’s Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or lower than 1/2.
When a creature within 30 feet makes an attack roll, Joll can use his reaction to grant that creature a +10 bonus to the roll, using Channel Divinity. He can make this choice after seeing the roll, but before the GM says whether the attack hits or misses.
GEAR: Holy symbol of Torm, platemail, + 1 warhammer of torm, 3x javelins, priest’s pack (backpack, tinder box, blanket, 10x candles, waterskin, alms box, 2x incense blocks, censer, vestments), prayer book, 5x incense, common clothes, belt pouch, 2x platinum rings worth 50g each, mason’s tools