Remove these ads. Join the Worldbuilders Guild

Hock Stoneheel

Level 1 Mountain Dwarf Neutral Good Cleric
(Acolyte)
11 / 11 HP

Devoted to peace while searching for truth, Hock means to end injustice where-ever he goes. He has a stout, strong body with an ever stronger mind and will. His methods may be questionable at times, but his intentions are always for good.


Campaigns

The Maw

Run by kreendurron
Parties & Groups

Three Strangers

Storytelled by kreendurron
Played by
RyanNick86

Other Characters by RyanNick86


Remove all the adverts and help us grow World Anvil!

  • No Adverts
  • Custom Character URL
  • Character Profile CSS
  • Hero Privacy

Get a FULL YEAR of EPIC membership 50% OFF

or check out the full Guild Memberships

Hock

Cleric 1 Class & Level
Acolyte Background
Mountain Dwarf Race
Neutral Good Alignment

Strength 14
+2
Dexterity 10
+0
constitution 16
+3
intelligence 8
-1
wisdom 15
+2
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+2 Strength
+0 Dexterity
+3 Constitution
-1 Intelligence
+4 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+2 Animal Handling
-1 Arcana
+2 Athletics
+1 Deception
+1 History
+4 Insight
+1 Intimidation
-1 Investigation
+4 Medicine
-1 Nature
+2 Perception
+1 Performance
+3 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+2 Survival
skills

 
13
Armor Class
11
Hit Points
+0
Initiative
25
Speed
WeaponAttackDamageDamage TypeInfo
Mace 1d20+2 1d6+2 BludgeoningRange: 5ft
Attacks
Armor: light armor, medium armor, shields

Weapons: simple weapons, battleaxe, handaxe, throwing hammer, warhammer

Tools: smith's tools

Saving Throws: Wisdom, Charisma

Skills: Insight, Medicine, Persuasion, Religion

Languages: Common, Dwarvish, Giant, Orc
Proficiences
Spell Attack Modifier +4
Spell Save DC 12

Cantrips Known: Guidance, Light, Resistance, Sacred Flame

1st Level (2 slots): Bless*, Cure Wounds*,
Spellcasting
I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
Personality Traits
Tradition, the ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Ideals
Everything I do is for the common people
Bonds
I put too much trust in those who wield power within
my temple’s hierarchy
Flaws
Alignment: Neutral Good. I help others according to their needs and promote compassion above all else.


Mountain Dwarf Traits

• Age: 67 years old
• Medium Size (4' 7", 200 lbs.)
• Speed not reduced by heavy armor
• Darkvision (60 feet)
• Dwarven Resilience (versus poison)
• Dwarven Armor Training (light, med.)
• Dwarven Combat Training (var. weapons)
• Tool Proficiency (smith's tools)
• Stonecunning (stonework lore)


Class Features
• Ritual Casting
• Discipline of Life (healing bonus)

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest life .

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near
your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Features & Traits

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb

DnD 5e SRD SRD

Mace

Melee Weapon Common

Type Damage Damage Range Properties
Simple 1d6 Bludgeoning

Cost: 5 gp Weight: 4 lb

The statblocks of your class features

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armour, medium armour, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Starting Equipment

you start with the following equipment in addition to the equipment granted by your background   (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armour, or or (c) chainmail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a preists pack or (b) an explorers pack A shield and holy symbol


Spellcasting

As a conduit for divine power, you can cast cleric spells.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dwarf

Ability Score Increase +2 Consitution
Size Medium
Speed 25

Ability Score Increase - Your Constitution score increases by 2 Age - Dwarves mature at the same age as humans, but theyre considered young until they reach the age of 50. on average, they live about 350 years Alignment - Most Dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend towards good as well, with a strong seance of fair play and a belief that everyone deserves to share in the benefits of a just order Size - Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is medium Speed - Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour Darkvision - 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 cant discern colour in darkness, only shades of grey Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer Tool Proficency - You gain proficency with the artisans tools of your choice smiths tools, brewers supplies, or masons tools Stonecutting - Whenever you make an Intelligence (History) check related to the origins 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 Language - You can speak read and write common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a Dwarf might speak. Subraces - Two main subraces of Dwarves populate the worlds of D&D: Hill Dwarves and Mountain Dwarves. choose one of these subraces   Hill Dwarf   As a Hill Dwarf, you have keen senses, deep intuition. and remarkable resilience. The gold Dwarves of Faerun in their mighty southern kingdom are Hill Dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting   Ability Score Increase - Your Wisdom score increases by 1 Dwarven Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level   Mountain Dwarf   As a Mountain Dwarf, youre strong and hardy, accustomed to a different life in ruggered terrain. youre probably on the tall side (for a dwarf), and tend toward lighter coloration. the shield Dwarves of northen Fearun, as well as the rulling hylar clan and the noble Daewar clan of Drgonlance, are mountain Dwarves.   Ability Score Increase - Your Strength score increase by 2 Dwarven Armour Training - You have proficiency with light and medium armour

Languages. Common, Dwarvish

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB, page 248 SRD

Guidance

0-level (Cantrip) Divination

Casting Time 1 action
Range Touch
Duration Concentration, 1 minute
Components V, S

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Class(es): Cleric, Druid

Player's Handbook

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch (20/40ft sphere)
Duration 1 hour
Components Verbal, Material
Materials a firefly or phosphorescent moss


You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard

SRD

Sacred Flame

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Cleric

Resistance

0-level (Cantrip) Abjuration

Casting Time 1 action
Range Touch
Duration Concentration, Concentration, up to a minute
Components V, S, M
Materials A miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Class(es): Cleric, Druid

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 10ft
Duration Up to an hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Bless

1-level Enchantment

Casting Time 1 action
Range 30ft
Duration Up to 1 minute
Components V, S, M
Materials A sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Cleric, Paladin

Cure Wounds

1-level Evocation

Casting Time 1 action
Range touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .

Class(es): Bard, Cleric, Druid, Paladin, Ranger

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

The major events and journals in Hock's history, from the beginning to today.

The list of amazing people following the adventures of Hock.

Played by
RyanNick86

Other Characters by RyanNick86