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Haldor Ohlson: Messenger of Thor

Jul 2nd, 2019
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  1. Base Stats: (8, 12, 13, 15, 16, 16)
  2. ~General Info~
  3. Class: Cleric: Order domain
  4. Race: Firbolg
  5. Name: Haldor Ohlson
  6. Sex: M
  7. Alignment: Chaotic Good
  8. Age: 200
  9. Background: Acolyte
  10. Saving Throws: Wisdom, Charisma
  11. Skill Proficiencies: Medicine, Persuasion, Intimidation, Insight, Religion.
  12. Tool Proficiencies: All armor, simple weapons,
  13. Languages: Common, Elvish, Giant, Celestial, Dwarvish
  14. Proficiency bonus: 3
  15.  
  16. Personality Trait: I see omens in every event and action. The gods Iry lo speak lo uso we just need to listen
  17. Ideal: Change. We must help bring about the changes the gods are constantly working in the world.
  18. Bond: Everything I do is for the common people.
  19. Flaw: I am inflexible in my thinking
  20. Feature: Shelter of the Faithful
  21. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific tempIe dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
  22.  
  23. ~RACE TRAITS~
  24. Size: Medium, between 7 and 8 feet tall.
  25. Speed: 30 ft
  26. Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
  27. Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
  28. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  29. Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
  30.  
  31. ~CLASS TRAITS~
  32. SPELL SAVE DC: 16
  33. SPELL ATTACK MOD: 8
  34.  
  35. Cantrips (4): Light, Spare the Dying, Sacred Flame, Mending
  36. Spells (13 prepared, 4 first level slots, 3 second level slots, 3 third level slots, 2 fourth level slots): Healing Word, Cure Wounds, Guiding Bolt, Sanctuary, Bane, Bless, Aid, Augery, Spiritual Weapon, Spirit Guardians, Water Walk, Banishment, Guardian of Faith, [Domain spells: Command, Heroism, Hold Person, Zone of Truth, Mass Healing Word, Slow, Compulsion, Locate Creature].
  37.  
  38. 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.
  39.  
  40. 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 only use 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.
  41. Channel Divinity: Order’s Demand: Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
  42.  
  43. Destroy Undead: Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. (Currently 1st Level)
  44.  
  45. ~Order Domain~
  46. Proficiencies: When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).
  47.  
  48. Voice of Authority: Starting at 1st level, you can invoke the power of law to drive 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.
  49.  
  50. Embodiment of the Law: At 6th level, you become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
  51.  
  52. Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
  53.  
  54. ~FEAT: War Caster~
  55.  
  56.  
  57. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  58.  
  59. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  60.  
  61. 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.
  62.  
  63. STATS: (8, 12, 13, 15, 16, 16)
  64. Strength: 16 [+3]
  65. Dexterity: 13 [+1]
  66. Constitution: 16 [+3]
  67. Wisdom: 20 [+5]
  68. Intelligence: 8 [-1]
  69. Charisma: 12 [+1]
  70. HP: 67
  71. AC: 18 (16 without shield)
  72. GP: 15
  73. Level 7
  74.  
  75. Equipment: Mace, Chain mail, Mace+1, electric Truncheon, Riot Shield, Crossbow, 20 bolts, Priest’s pack, a Backpack, a Blanket, 10 candles, a Tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of Rations, a Waterskin, a shield, a holy symbol, another holy symbol, prayer book, 5 sticks of incense, vestments, common clothes.
  76.  
  77. Hit with Mace: 1d20+7 damig: 1d6+4 (mace+1) 1d6+1d6+3 (Truncheon) [+1d8 divine strike]
  78.  
  79.  
  80. Backstory:
  81. Haldor Ohlson used to be an orphan. Taken in by not Veol’s church, but a smaller convent, he found a new home, and new guiding figure in the Norse gods. By this point, he has worked for nearly a hundred years as the foremost advocate of the Norse Church. A devout follower of the mighty Thor, Haldor is convinced the worsening atmosphere these past few years is a result of Aethernest’s stagnation, that the city itself is not listening to the messages of the gods. And to him, those messages are more and more apparent each day. There needs to be a certain kind of order to the City, an order that will please the gods. The city must change the way that the gods will it, and he, Haldor Ohlson, messenger of the great and mighty Thor, is the only one who can do so.
  82. Thus his journey to change the city for the better begins in the worst of places: The west end.
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