Name: Thrud
Age: 25
Height: 6'8"
Weight:
Eyes: Copper
Skin: Bronzed
Hair: Bald
Class and Level: Cleric 2
XP: 300
Race: Mul
Alignment: Lawful Neutral
Background: Slave Hero
Personality
Thrud is hard, driven and pragmatic with little remorse or sympathy in his heart. The 'earth' must be preserved at any cost.
Inspiration:
Proficiency Bonus: +2
Str: 15 +2
Dex: 12 +1
Con: 16 +3
Int: 10
Wis: 14 +2
Cha: 10
Saving Throws: (WIS/CHA)
Str: +2
Dex: +1
Con: +3
Int:
Wis: +2
Cha:
Attack: +4
(Proficiency +2, Strength +2)AC: 20
(Wood Armour (16) + Shield (+2) + Dex (+1) + Class (+1))Initiative: +1
Speed: 30'
Hit Points (d8): 19
Skills:
Acrobatics (Dex):
Animal Handling (Wis):
Arcane (Int):
Athletics (Str): +2Deception (Cha):
History (Int):
Insight (Int):
Intimidation (Cha):
Investigation (Int):
Medicine (Wis): +2Nature (Int):
Perception (Wis):
Performance (Cha):
Persuasion (Cha):
Religion (Int): +0Sleight of Hand (Dex):
Stealth (Dex):
Survival (Wis): +2Passive Wisdom (Perception):
Features and Traits- Inexhaustible - You have advantage on all saving throws made to resist exhaustion. In addition, as an action you can reduce your current exhaustion by one level. Once you use this trait, you can't use it again until you finish a long rest.
- Relentless Endurance - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use that trait, you can't use it again until you finish a long rest.
- Superior Resilience - You have advantage on saving throws against disease and poison, and you have resistance against poison damage
- Earths Resilience - +1 AC and +1 Hit/lvl
- Channel Divinity: Grasp of the Earth - 1x/day. As an action you cause tendrils of earth to erupt from the ground and wrap themselves around any number of targets within 10 feet of you. All targeted creatures must succeed on a Strength saving throw or be restrained by the earthen tendrils. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
Proficiencies and LanguagesLanguage - Common
Language - Dwarfish
Primordial Dialect - Terran
Weapons - Martial, Simple
Armour - Heavy, Medium, Light, Shield
Tools - Boneworker
Tools - Smith
EquipmentWarhammer [1d8/versatile 1d10]+[2 Str], 2lbs
Wood Armour (AC 16), 45lbs
Shield (+2AC), 5lbs
light crossbow and 20 bolts, 5lbs
a priest’s pack or (b) an explorer’s pack
Elemental Symbol - Nugget of Iron
(52lbs, weapon, shield and armour)
CP: 13
https://orokos.com/roll/677248Psionics
Wild Talent: Light Step
https://orokos.com/roll/677434 = 6
SpellcastingSpell Save DC:
Spell Attack Modifier:
Spell Casts: (1st) x3
1st Level:Shield Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range: Self
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Earth TremourCasting time: 1 Action
Range: Self (10-foot radius)
Duration: Instantaneous
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.