Natrin Fardendrin
Natrin.jpg

Name: Natrin Fardendrin
Player: DiePotato

Sex: Male
Age: 33
Race: Dragonborn (Copper)

Class: Cleric (Light Domain)
Alignment: Lawful Good
Level: 5
Proficiency: +3
Hit Points: d8+2[CON] | 38

Height: 6' 7"
Weight: 280 lbs

Identifying Features: Copper scales, often clad in average priestly garb/commoner garb when not out and about. Then he's wearing his armor.

Deity: Helia
Deity AL Domains Symbol
Helia NG Life, Light Helia.png

Abilities:

Strength 14 +2
Dexterity 10 +0
Constitution 14 +2
Intelligence 13 +1
Wisdom 15 +2
Charisma 11 +0

Background (Acolyte):

Skill Proficiencies: Insight, Religion

Languages: Common, Draconic, Elvish, Dwarvish

Personality Trait: (2) I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
Ideal: (1) Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: (1) I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: (5) I am suspicious of strangers and expect the worst of them.

Skills:

Offensive:

Attack:
WEP ATT. DMG. MISC.
Handaxe d20+5 = +2[STR]+3[PRO] 1d6+2[STR] slashing Light, thrown (range 20/60)
Mace of the Shark d20+5 = 2[STR]+3[PRO] 1d6+2[STR] bludgeoning

Spells:

Spell Save DC: 8+2[WIS]+3[PRO] = 13
Spell Attack Mod: +2[WIS]+3[PRO] = +5

Prepared Spells per Day: 5 = 3 (cleric level)+2[WIS]

Spell Slots:

SPELL LVL. 1st 2nd ~3rd
Slots 4 3 2

Cantrips:

Guidance

Domain Spells:

Daylight
Fireball

Action:

Initiative: 0[DEX]

Land Speed: 30ft
Armored Speed: 30ft
Climb Speed: None
Swim Speed: None
Flight Speed: None

Defensive:

AC: 14+0[DEX]+2 (Shield) = 16

Strength Save: +2[STR] = +2
Dexterity Save: 0[DEX] = 0
Constitution Save: +2[CON] = +2
Intelligence Save: +1[INT] = +1
Wisdom Save: +2[WIS]+3[PRO] = +4
Charisma Save: +0[CHA]+3[PRO] = +3

Racial Traits:

Size: Medium
Breath Weapon (Acid): 5 by 30 ft line weapon that inflicts Acid damage. When used every creature that is within the area of effect must roll a Dexterity saving throw against 8+2[CON]+3[PRO] = 13. Creatures who fail the check take 2d6 damage and creatures who are successful take half damage.
Damage Resistance (Acid): You have resistance against acid damage.

Class Features:

Armor: Shields, light, medium armor
Weapons: Simple weapons
Skills: Choose 2 [Insight, Religion]

Level Features

Channel Divinity

Equipment:

  • Explorer's pack (containing a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
  • Prayer book
  • 5 sticks of incense
  • Set of common clothes
  • Holy symbol of Helia
  • Shield
  • 125 gp
  • Mace of the Shark. A sentient +0 mace that will always teleport to its wielder if removed from their possession for more than 3 seconds. Its effects may change as its relationship with its wielder changes. Attuned
  • Ring of Warmth. While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as – 50 degrees Fahrenheit. Attuned
  • Bag of Holding. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
    • Ring of Jumping. While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Unattuned
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