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Aldrik Copperlance

Mountain Dwarf Race
Krazax/Peakfolk Origin
Earth Cleric 1 Class & Level
Lawful Neutral Alignment
Ezokhine Deity
Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 18
+4
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+4
+2 proficiency bonus
+3 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+5 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+5 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
18
Armor Class
12
Hit Points
+0
Initiative
25
Speed
Attacks
Weapons: Battleaxe, Handaxe, Warhammer, Light Hammer,(Dwarf) Simple Weapons(Cleric)
Languages: Common, Dwarvish(Dwarf)
Armour: Heavy Armour,(Earth Domain) Medium Armour, Light Armour, Shields,(Cleric)
Tools: Brewer's Tools(Dwarf)
Proficiences
+5 Spell Attack
Spell DC: 13
4 Prepared Spells

Spells

Cantrips Known
Mold Earth
Guidance
Light
Spare the Dying

Prepped Spells:
1st Level: Earth Tremor, Sanctuary, Healing Word, Cure Wounds, Command, Bless

 

Spellcasting
Armour
Chain Mail
Shield


Weapons
Warhammer
Light Crossbow w/ 20 bolts


Misc
Holy Symbol
Priest Pack


Consumable


Equipment
The Mad Man
Stat Array
Ability Score Bonuses
Ability Score Bonuses
+2 Str, +2 Con(Mountain Dwarf)
+1 Con(Khazax Origin)
+1 Wis(Ezokhine Church Boon)


Dwarf
Speed
Racial: Dwarf
Your speed is not reduced by wearing heavy armor.

Stonecunning
Racial: Dwarf
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 Resilience
Racial: Dwarf
You have advantage on saving throws against poison, and you have resistance against poison damage

Darkvision
Racial: Dwarf
Accustomed to life underground, 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.


Earth Cleric
Earthen Watcher
Class: Earth Cleric
At 1st level, as an action, you can see though the an area that is affected by the mold earth cantrip as if you were in it’s space. You have a total pool of minutes that is equal 10 times your wisdom modifier that you can look through the molded earth with. Ending this effect early always uses 10 minutes or more, whichever is higher. You are blinded while looking through the stone this way. You can only look though one affected area of mold earth at a time. You can end this effect as a bonus action. If a creature touches the affected area, this effect ends early.

Bonus Proficiency and Cantrip
Class: Earth Cleric
When you choose this domain at first level, you gain proficiency in Heavy Armor, and the Insight or perception skill. You gain the Mold Earth cantrip if you don’t already know it and can cast it as a cleric cantrip.


Origin
Origin Bonuses
You gain advantage on any skill checks and saving throws to avoid falling off an edge of a height greater than 10ft.


Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Kilayna.

Statblock Type

Verum Character Sheet

Link/Embed