Rodena Redforge

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Rodena Redforge
Rodena-redforge.jpg
Race: Hill Dwarf, Class: Cleric (Forge)
Background: Clan Crafter, Alignment: Lawful Neutral
Patron Deity: Moradin Soulforger
Factions: Nakaltia
Ability Scores
Strength 10 (+0)/21 (+5), Dexterity 8 (-1), Constitution 16 (+3);
Intelligence 13 (+1), Wisdom 20 (+5), Charisma 12 (+1)
Proficiencies
Bonus: +6
Saving Throws: Wisdom & Charisma
Skills: Athletics, History, Insight, Persuasion, Religion
Tools: Smith's Tools, Tinker's Tools
Languages: Threxantran (Common), Goltiri (Dwarvish), Nokol (Gnomish), Celestial
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Battleaxe, handaxe, throwing hammer, warhammer, all simple weapons
Traits
Respect of the Stout Folk • Darkvision 60', Dwarven Resilience, Dwarven Combat Training, Stonecunning, Dwarven Toughness • Divine Domain (Forge), Channel Divinity (Artisan's Blessing, Turn Undead; 2/rest), Destroy Undead (CR 4), Divine Intervention (level%) • Blessings of the Forge, Soul of the Forge, Divine Strike, Saint of Forge & Fire
Feats
Wis +2 • Wis +2 • Shield Master • War Caster
Combat
Attacks:Warhammer of the Meteor (Melee): +11, 1d8+5, Versatile (1d10)
Warhammer of the Meteor (Thrown): +11, 2d8+5, Range 30/90
Shield +1 (Shove): +11 vs target Athletics or Acrobatics to push 5' or knock prone
Armor Class: 20, 23 (w/shield), Initiative: -1, Speed: 25 ft
Hit Points: 175, Hit Dice: 17d8
Social
Personality Traits: Forge-Saint of Nakaltia
Ideals: IDEALS
Bonds: Wonders of the Ancient World • Nakaltia • Moradin
Flaws: FLAWS

Traits

Spellcasting

  • Maximum # of Prepared Spells: x/22 cleric
  • Spells per Day: Cantrips: 5 • 1st: 4 • 2nd: 3 • 3rd: 3 • 4th: 3 • 5th: 2 • 6th: 1 • 7th: 1 • 8th: 1 • 9th: 1
  • Magic Ability: Wisdom (Cleric)
  • Saving Throw DC: 19 • Spell Attack Mod: +11

Prepared Spells

Spells marked with one asterix (*) are Domain Spells; those marked with a cross (+) are rituals.

  • Cantrips (5): x
  • 1st Level: searing smite*, shield*
  • 2nd Level: heat metal*, magic weapon*
  • 3rd Level: elemental weapon*, protection from energy*
  • 4th Level: fabricate*, wall of fire*
  • 5th Level: animate objects*, creation*
  • 6th Level: x
  • 7th Level: x
  • 8th Level: x
  • 9th Level: x

Racial Traits

  • Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
  • Dwarven Resilience: Advantage on saves vs poison, and resistance against poison damage.
  • Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, warhammer.
  • Stonecunning: When making an Intelligence (History) check relating to stonework, considered proficient in History and add double proficiency bonus to check.
  • Dwarven Toughness: Increase gained hit points by +1 with every level.

Class Traits

  • Forge Domain Spells: 1st: searing smite, shield; 3rd: heat metal, magic weapon; 5th: elemental weapon, protection from energy; 7th: fabricate, wall of fire; 9th: animate objects, creation
  • Channel Divinity: May use a Channel Divinity effect 2/rest.
  • Turn Undead: Channel Divinity. As an action, present holy symbol. Each undead within 30' must make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. Must spend its turns trying to escape, can't willingly move to a space within 30'. Will use Dash actions to escape, or Dodge actions if it can't go any further. Undead of CR 4 or lower are destroyed instead.
  • Ritual Casting: Can cast prepared clerical spells ritually if they have the ritual tag.
  • Divine Intervention: (Level)% chance of gaining divine favor. Can mimic any cleric spell or domain spell if successful.

Forge Domain Traits

  • Blessing of the Forge: At the end of a long rest, touch one nonmagical armor or weapon. It becomes a +1 item until end of next long rest. Can't use it again until finish a long rest.
  • Artisan's Blessing: Channel Divinity. Create simple items. At the beginning of a short rest, conduct a ritual to Moradin that allows me to complete a finished item that is at least part metal. Item is completed at the end of the rest. Can be worth no more than 100gp, and must expend metals with a value of the item being created. Can be an exact duplicate of a nonmagical item if possess the original during the short rest.
  • Soul of the Forge: Gain +1 AC while wearing medium or heavy armor • Gain resistance to fire damage • When striking a construct with an attack, deal additional force damage equal to cleric level.
  • Divine Strike: Once per turn, inflict +2d8 fire damage with a weapon attack.
  • Saint of Fire & Forge: Immunity to fire damage • Gain resistance bludgeoning, piercing, slashing damage while wearing heavy armor.

Background Traits

  • Respect of the Stout Folk: Highly regarded by dwarves, including being given room and board by dwarves wherever she goes.

Feats

  • Ability Increases: Wis +2 • Wis +2
  • Shield Mastery: When taking an Attack action, may use a bonus action to shove a creature within 5' • Add shield's AC bonus to any Dexterity save as long as not incapacitated • When subjected to a Dexterity save to take only half damage, may use reaction to take no damage if successful on save.
  • War Caster: Advantage on Constitution saves to maintain concentration • Perform somatic components of spells while armed • When creature movement provokes an opportunity attack, may use reaction to cast a spell instead of make an attack, as long as it has a casting time of 1 action and targets only that creature.

Resources

  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

Attunements: 7/8 items

  • Bag of Holding: Bag with extradimensional space within capable of holding 500lbs, not exceeding 64 cubic feet • Weighs 15 lbs • Retrieving an object from the bag requires an action.
  • Belt of Hill Giant Strength: Attuned. Grants Strength 21.
  • Dwarven Plate: Attuned. As plate mail +2 • If an effect moves me against my will along the ground, may use reaction to reduce distance moved by 10 ft.
  • Helm of Teleportation: Attuned. 3 charges • With an action may expend 1 charge to cast teleport from it • Regains 1d3 charged at dawn.
  • Ring of Mind Shielding: Attuned. Immune to magic that allows other creatures to read thoughts, determine falsehoods, know alignment, or know creature type • Creatures can telepathically communicate only if allowed • With an action, may cause ring to become invisible until reversed, removed, or on death • Upon death, soul enters the ring, unless it already houses a soul.
  • Ring of the Ram: Attuned. 3 charges • Regains 1d3 charges at dawn • With an action, may expend 1-3 charges to attack one creature within 60 feet, producing a spectral ram's head, attacking at +7 and inflicting 2d10 force damage per charge and pushing back 5 feet per charge • With an action, may spend 1-3 charges to try and break an object within 60 feet not carried or worn by another, gaining a Strength check of +5 per charge expended.
  • Shield +1
  • Warhammer of the Meteor: Attuned. Warhammer with an obsidian head that, at a command word when weapon is swung as part of an attack, can detach and fly forward to strike a foe, bursting into flame as it flies • Treat as a thrown melee weapon inflicting twice normal damage, as fire damage, range 30/90 • The head of the weapon reappears in its proper place as soon as the attack is completed.
  • Winged Boots: Attuned. Gain flying speed equal to walking speed • Can fly for up to 4 hours per day • Regain 2 hours of flying capability per 12 hours they are not in use.

Equipment

Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

  • x