Human, Acolyte, Fighter(1)/Cleric(5)
Lawful Neutral
Dooming: Beware the Lord of Murder's barb - it awaits to strike at thee from the darkness
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
16 [+3] |
10 [+0] |
14 [+2] |
8 [-1] |
18 [+4] |
8 [-1] |
+1 Str & Wis
Dimensions: 6’3” 230lb
HP: 54 [+D8+Con per level]
Experience: 23,000 [Level 7]
Saving Throws: Strength, Constitution.
AC: 20
Traits:
- Human Traits:
- Horrible Scar:
- Slashing wounds, Horrible Burns
- You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Proficiencies: [+3]
Weapon: Simple Weapons, Martial Weapons.
Armour: All Armour, Shields.
Tools: None.
Languages: Arabyan, Reikspiel, Breton, Khazalid.
Skills: Animal Handling, Athletics, Insight, Perception, Religion.
Feats and Abilities:
- Acolyte: Shelter of the Faithful
- 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 lifestyle.
- Great Weapon Master:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
- Fighting Style: [Great Weapon]
- Reroll 1s and 2s on damage when using a two-handed or versatile weapon.
- Second Wind:
- As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
- Spellcasting:
- As a conduit for divine power, you can cast cleric spells.
- Disciple of Life:
- Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
- Blessed Healer:
- The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
- Channel Divinity:
- 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. Two uses per rest.
- 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 Wisdom 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. When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold. 5th:(CR1/2) 8th:(CR1) 11th:(CR2) 14th:(CR3) 17th:(CR4)
- Preserve Life: 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.
Equipment:
- Stormguard: Relic great-hammer of a crusading Sigmarite Priest.
- [+6]; 2D6+4[1+3]; Bludgeoning/Radiant; Heavy; Two Handed; +1 Damage; +1 to Religion, d4 daily casts of Light.
- Radiant Casque: Armour forged on an ancient magical anvil, turned to a holy cause.
- AC19; Heavy; Disadvantage on Stealth
- Crown of the Griffin: An icon of Sigmar carried by Joachim since his times in the monastery, now filled with a portion of Sigmar's divine radiance.
- Cloak of Dwarves: An ancient Dwarven cloak, increasing resilience but taxing the wearer in their sleeping hours.
- +1 AC, 10 hours for a long rest
- Ol' Noosey: Rope brought from Araby and used to hang many criminals and rebels between there and the Empire.
- 50ft of rope, tied into a blood stained noose.
Shield (+2 AC)
Greatsword (2D6, Slashing; Heavy, Two Handed)
Longsword (D8 Slashing; Versatile [D10])
2 Hand Axes (D6 Slashing; Light, Thrown [Range 20/60])
Backpack (Bedroll, Caltrops, Censer and Incense, Crowbar, Hammer, Manacles, Mess Kit, Pitons, Tinderbox, 10x Torches, 10x Rations, Waterskin, Tent(2xPax), 50 ft of hempen rope)
Vestments
Von Solidor Signet Ring
Brass ring with Swamp Hag finger
Mercenary Half Plate (on Cart)
Full Chain (on Cart)
0 Platinum
26 Gold
51 Silver
90 Copper
Divine Magic:
Slots:
1st: x4
2nd:x3
3rd:x3
Spell DC: 16 [8+4+3+1]
Spell Attack: +8
Cantrips:
- Guidance
- 1 action, Touch, V, S
- Duration: Concentration, up to 1 minute
- You touch one willing creature. Once before the spell ends, the target can roll a d4 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.
- Light
- 1 action, Touch, V, M (a firefly or phosphorescent moss)
- Duration: 1 hour
- 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.
- Sacred Flame
- 1 action, 60 feet. V, S
- Duration: Instantaneous
- 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. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Thaumaturgy
- 1 action, 30 feet. V
- Duration: Up to one minute
- You manifest a minor wonder, a sign of supernatural power, within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. You create one of the following magical effects within range
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
First Level:
- Bless
- 1 action, 30 feet, V, S, M (a sprinkling of holy water)
- Duration: Concentration, up to 1 minute
- 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.
- Cure Wounds
- 1 action, Touch, V, S
- Duration: Instantaneous
- 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.
- Healing Word
- 1 bonus action, 60 feet, V
- Duration: Instantaneous
- A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
- Command
- 1 action, 60 feet, V
- Duration: 1 round
- You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target falls prone and then ends its turn.
- Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
- Protection from Evil and Good
- 1 action, Touch, V,S
- Duration: Concentration, up to 10 minutes
- Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
- Shield of Faith
- 1 bonus action, 60 feet, V,S,M
- Duration: Concentration, up to 10 minutes
- A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Second Level:
- Lesser Restoration
- 1 action, Touch, V, S
- Duration: Instantaneous
- You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
- Spiritual Weapon
- 1 bonus action, 60 feet, V, S
- Duration: 1 Minute
- You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
- Prayer of Healing
- 10 minutes, 30 feet, V
- Duration: Instantaneous
- Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
- Silence
- 1 action, 120 feet, V, S
- Duration: Concentration, up to 10 Minutes
- For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
- Zone of Truth
- 1 action, 60 feet, V, S
- Duration: 10 Minutes
- You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. you know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Third Level:
- Beacon of Hope
- 1 action, 30 feet, V, S
- Duration: Concentration, up to One Minute
- This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
- Revivify
- 1 action, Touch, V, S, M (300gp of Diamonds)
- Duration: Instantaneous
- You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
- Spirit Guardians
- 1 action, Self (15ft radius), V, S, M (Holy Symbol)
- Duration: Concentration, Up to 10 Minutes
- You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. Their spectral form appears angelic. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.
- Mass Healing Word
- 1 bonus action, 60 Feet, V
- Duration: Instentaneous
- As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Strictures
Obey your orders.
Aid Dwarf-folk.
Work to promote the unity of the Empire, even at the cost of individual liberty.
Bear true allegiance to His Imperial Majesty the Emperor.
Root out and destroy Greenskins, the servants of Chaos, and those who use corrupt magic, wherever they may hide.
Gryph IV: Ex Bretonnian Horse
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
16 [+3] |
10 [+0] |
13 [+1] |
2 [-4] |
11 [+0] |
7 [-2] |
AC: 13
HP: 13
Speed: 60ft
Passive Perception: 10
- Attacks: Hooves: +2 to hit, 2D4+3 Bludgeoning
- Items:
- Saddlebags
- Military Saddle
- Chainshirt Barding (13 AC)
History
Given to the Church of Sigmar at an early age Joachim was neither studious or eloquent as one might expect from a priest. His physical size and skill with a blade saw him become noviciate to a warrior priest and begin a path of service in military might to Sigmar. Whilst he has never felt Sigmar's divine communion directly he knew that through belief and service he would be blessed in the eye's of his god.
Part One - The Faith Returns
Joachim returns home after being released from temple service, musing on the rider who delivered the sealed note bearing his family crest to his mentor. His thoughts wander to the faith of his elder brothers and how his return will be accepted.
Joachim is reunited with his brothers and his sisters new husband. Whilst their father digests the information provided by the Imperial courts they are put to test by the house's marshall. Joachim proved his ability at falconry, the blade and regicide, failing only at the joust.
After riding with his brothers to an oasis located within their family lands Joachim stopped his eldest half brother, Alaric from drinking at the poisoned waters within, connecting the mysterious herbs found with the half eaten corpse located a short distance away.
He then continued with his brothers, destroying a foul nest of vermin-men and shattering the dust spirit at the nest's core. Discovering treasures that belonged in a nearby sepulchre the brothers journeyed for the rest of the day before returning them to the holy grounds. As he conducted the rights to reconsecrate the ground Joachim felt Sigmar's blessing on his soul and realised a truer connection to his god than ever felt in the cloisters of his childhood.
The brothers then commenced the ride back to their household, oblivious to the clouds of war that grew around them.
Part Two - The Faith Returns
Returning to their father the sons found the castle in a state of upheaval, the armsmen saddling horses and sharpening swords in anticipation of riding on a Saracen raiding force spied in the family lands. Joachim was swept up by the mood, even Balin's quiet and contemplative pre battle rites doing little do dampen his faith in delivering Sigmar's judgement unto the infidels invading their lands.
The battle was swift, and two of the saracen raiders fell to the sweeping blows of his greatsword, their lamellar armour parting like soft cloth to his judgment. As the last few dark skinned men fled Joachim and his brothers gave chase, his own horse outstripping his companions Joachim found himself about to deliver the killing blow, yet then he felt the gaze of his god, the second in as many days. Joachim found himself turning his blade and knocked the rider to the ground with its flat edge.
Returning to the camp with his prisoner Joachim wondered for what reasons his god had saved the man…
Stormguard
Radiant Casque:
Crown of the Griffin:
Fluff [Acolyte]
Personality- I misquote sacred texts and proverbs in almost every situation.
Ideal- Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond- I am the guardian of my family's faith.
Flaw- I am suspicious of strangers and expect the worst of them.