"Stop wriggling while I'm fixing you."

Name: Oskar
Player: GraemeCracker

Sex: Male
Age: 20
Race: Dwarf (Forest)

Class: Cleric (Life)
Alignment: Neutral Good
Level: 2
Proficiency: +2
Hit Points: d8+1[CON] | 15

Height: 4' 4"
Weight: 147 lbs
Size: Medium

Identifying Features: Short, blonde, very hairy.

Deity: Aasie

Deity AL Domains Symbol
Aasie NG Life, Light Dagaz.png


Strength 14 +2
Dexterity 10 0
Constitution 12** +1
Intelligence 13 +1
Wisdom 16* +3
Charisma 8 -1



Warhammer d20+4 = +2[STR/DEX]+2[PRO]] 1d8+2[STR/DEX] Bludgeoning
Javelin d20+0 = +0[STR/DEX]+0[PRO] 1d6+2[STR/DEX] Piercing


Prepared spells Per Day: 4 (Cleric Level+WIS)

Spell Save DC: 8+3[WIS]+0[PRO] = 11
Spell Attack Mod: +3[WIS] +0[PRO] = +3

Spell Slots:
Slots 2


Domain Spells:


Initiative: +0[DEX]

Land Speed: 25ft
Armored Speed: 25ft
Climb Speed: N/A
Swim Speed: N/A
Flight Speed: N/A


AC: 15+0[DEX] = 15

Strength Save: +2[STR] = +2
Dexterity Save: +0[DEX] = +0
Constitution Save: +1[CON] = +1
Intelligence Save: +1[INT] = +1
Wisdom Save: +3[WIS]+2[PRO] = +5
Charisma Save: -1[CHA]+2[PRO] = +1

Racial Traits:

Size: Medium
Darkvision. Accustomed to in the deep forests, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Class Features:

Armor: All armours
Weapons: All simple weapons
Skills: None

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. Som e 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. Som e Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

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 W isdom 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 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.

Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.




  • Priest's pack (includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin)
  • War hammer
  • Javelins
  • Shield
  • Holy symbol (wooden tablet with the symbol of Aasie carved into its surface)
  • Stone mail
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