Barwiksan (Wick) Alumkal

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Wick Alumkal
Wick-Alumkal.jpg
Race: Human (Purple Rocks), Class: Cleric (Tempest Domain) 6
Background: Marine Veteran, Alignment: Chaotic Good
Patron Deity: Selûne
Factions:
Ability Scores
Strength 15 (+2), Dexterity 14 (+2), Constitution 14 (+2);
Intelligence 10 (+0), Wisdom 18 (+4), Charisma 9 (-1)
Proficiencies
Bonus: +3
Saving Throws: Wisdom +8, Charisma +3
Skills: Athletics +5, History +3, Intimidation +2, Religion +3
Tools: Navigator's Tools
Languages: Common, Illuskan, Alzhedo
Armor: Chain shirt, Coat of Protection, Shield
Weapons: Battleaxe
Traits
Feats
Combat
Attacks:
Armor Class: 18, Initiative: +2, Speed: 30 ft
Hit Points: 49, Hit Dice: 5d6
Social
Personality Traits:
Ideals:
Bonds:
Flaws:


A smooth sea never made a skillful sailor. - Proverb

Origin

Traits

Human Traits

  • Ability Scores each increase by 1.
  • 2 Languages spoken (Common +1 tbd).

Cleric Traits

  • Skills:History, Religion
  • Spellcasting: Spell Save DC: 15 • Spell Attack Bonus: +7
  • Spells Prepared: 10 (Wisdom modifier + cleric level) + Divine Domain spells
    • Cantrips: Light, Resistance, Sacred Flame, Spare the Dying
    • 1st Level: Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Fog Cloud, Guiding Bolt, Healing Word, Protection From Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith, Thunderwave
    • 2nd Level: Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Gust of Wind, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Shatter, Silence, Spiritual Weapon, Warding Bond, Zone of Truth
    • 3rd Level: Animate Dead, Beacon of Hope, Bestow Curse, Call Lightning, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Magic Circle, Mass Healing Word, Meld Into Stone, Protection From Energy, Remove Curse, Revivify, Sending, Sleet Storm, Speak with Dead, Spirit Guardians, Tongues, Water Walk
  • 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. lt 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. Beginning at 6th level, you can use your Channel Divinity twice between rests. When you finish a short or Long Rest, you regain your expended uses.

  • 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 1/2

  • Ability Score Increase:

Wisdom +2 at 4th Level

Tempest Domain

  • Proficiency with martial weapons and heavy armor
  • At each indicated cleric level, the listed spells are gained:
    • 1st level: - fog cloud, thunderwave
    • 3rd level: - gust of wind, shatter
    • 5th level: - call lightning, sleet storm
    • 7th level: - control water, ice storm
    • 9th level: - destructive wave, insect plague
  • Wrath of the Storm:

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

  • Channel Divinity - Destructive Wrath:

You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Beginning at 6th level, you can use your Channel Divinity twice between rests. When you finish a short or Long Rest, you regain your expended uses.

  • Thunderbolt Strike:

When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Marine Veteran Background

War at sea was both your life and your bread and butter for a long while. Sailors may sail the ship, but you protect it with blood and steel. With your brothers-at-arms you learned the better points of coastal raids, boarding ships, and repelling boarders from your own.

  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: Navigator's tools, Vehicles (water)
  • Feature - Marks of Service: You have marks of service from your time as a marine. Whether it is a scar, a tattoo, a certain haircut, a style of coat you wear or just the way you stand, nearly everyone can tell that you are a former marine. Most commoners will easily yield to your polite (and even not so polite) requests. They may even buy you drinks if they know of your deeds and respect them. On the other side of that coin, you also have enemies who will look for opportunities to get back at you or kick you when you are down. Marines give respect to former members of their service, but not so far as to endanger their own mission. Former marines can always get meals and a bedroll in the common room, provided they are willing to train recruits while they stay and that their stay won't be less than 8 weeks.

Feats

x

Resources

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

Magic Items

  • x

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