Olaris Stoneheart Character in Verum | World Anvil

Olaris Stoneheart

Olaris Stoneheart

Level 1 Cleric of the Earth Domain | Follower of Ezokhine

View Character Profile
Alignment
Neutral Good
Date of Birth
--
Children
Gender
Male
Eyes
Unkown
Hair
Unknown
Skin Tone/Pigmentation
Unknown
Height
6 feet 4 inches
Weight
195 pounds

Rau Zer-dun

Human Race
Rift Origin
Cleric 1 | Wizard 5 6 Class & Level
Lawful Good Alignment
The Seven Deity
Steton Striders Faction
Member Rank/Position
3 Loyalty
N/A Company

Strength 15
+2
Dexterity 12
+1
constitution 16
+3
intelligence 18
+4
wisdom 13
+1
charisma 11
+0
Total Hit Dice 6
Hit Die
1d6+3
+3 proficiency bonus
+2 Strength
+1 Dexterity
+3 Constitution
+4 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+7 Arcana
+2 Athletics
+2 Deception
+0 History
+3 Insight
+2 Intimidation
+4 Investigation
+3 Martial
+6 Medicine
+4 Nature
+3 Perception
+2 Performance
+2 Persuasion
+7 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
18
MV
0
Prestige
1
Attunement Slots
20
Armor Class
52
Hit Points
+1
Initiative
30
Speed
Melee: 1d20+5+2
Attacks
GP: 307
CT: 10

-Heavy Armor
-Medium Armor
-Light Armor
-Martial Weapons
-Simple Weapons
-Charisma
-Wisdom
-Medicine
-Arcana
-Religion
-Brewer's Kit


Proficiences
Casting DC: 15
Casting Roll: 1d20+7 | 4
Spellcasting
Orb
Shield
Chainmail
Silvered Morningstar
Staff
Hunting Trap
Clothing
Hunting Trophy
Brewer's Supplies
Explorer's Pack
Component Pouch
Holy Symbol
Potion Bandolier
Full set of Plate Armor (formerly owned by a daborakian general. Traegar Thorn)

Consumables:
x 6 Potion of Healing
x 10 Rations
x 6 Javelins
x 2 Healer's Kit
x 1 Alchemist's Fire
x 1 Vial of Anti-Toxin
x 1 Potion of Growth
x 1 Scroll of Create Water
x 1 Scroll of Aid
x 1 Potion of Diminution

Special Items:

FadeSteel Feller's Blade - +1 Greatsword 0 This heavily worn greatsword is a pass down tradition among the Striders. To wield one of these weapons is to walk the path left behind by hunters before! This weapon deals 2 additional damage to any creature that is one or more size categories larger than the wielder.

Huntsman’s Horn:
When blown, this warhorn signals a hunt has begun! It rings out, able to be heard up to 150 feet away and all allied creatures within 50 feet of the user gain a +2 to their initiative. Once they do, they cannot benefit from this bonus again until the end of their next short or long rest. This Warhorn can be used as an instrument, and also functions as a Club.
-------------------------
Law’s Domain
Being Created by Rau Zer-Dun
Arcane Focus- Rare (1700gp) - Attunement COMPLETED

This Brightly colored Azure crystal has been bound by a ring of cold, rune etched steel. Inside the body of said ring, old parchment can be seen through a thin layer of glass which appears to be adorned with various legal writings and scripts. Within the center of the stone itself, a striking symbol of Arcane Law can be found shinning brilliantly in response to the slightest provocation of light. Upon close inspection, finely etched text can be seen dancing across it's shinning surface reading: "The spirit withers, when one fails to uphold that which they believe in."

You add an additional 2 points to the hit point maximum of your Arcane Ward when you would gain it.

Claim Domain: As a bonus action you can attach this arcane focus to a non-magical weapon or shield allowing them to be used as a spell-casting focus. This effect lasts 10 minutes and provides benefits based on if you attach it to a weapon or a shield. The focus will not fall off unless you choose to end the effect early. You can use this ability twice, with both uses refreshing on a short or long rest.

If attached to a weapon: This weapon deals an additional 1d4 lightning damage on a hit.

If attached to a shield: Whenever you hard-cast the Shield spell, instead of gaining a bonus +5 to your AC, you gain a bonus of +6 instead.

[Base Material, Adornment, enhancement, enchantment, Spell Invocation x1, Special crafter]
Equipment
Steton Striders
Faction
Mad Man
Stat Array
Race: +1 to all stats / Common / Celestial
Rift: +1 wis
Gri'id: +1 int - Denied Skill: History
God: The Seven - +1 Int / Arcana
Class: Medicine / Religion
Domain "Tempest": Proficiency with Martial Weapons & Heavy Armor / Wrath of the Storm / Fog Cloud / Thunderwave
Wizard School: Abjuration
Faction "Strider's": +2 Max Str Cap / Brewer's Supplies Prof / +2 HP / Hunting Trophy

Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Abjuration Ward: When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Level 4 Wizard Fear: War Caster
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Strider's Loyalty Bonus: If you would die, you have a 15% chance of recovering instead with 1 HP.
Class/Racial Features & Traits

Olaris' Spellbook

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