Kjeta Strongmalt of Kubourg
Character's Name Player's Name
Hill Dwarf, Cleric 7 Folk Hero
Race, Class & Level Background
Neutral Good
Hit Points
71

Death Saves Hit Dice
Success ooo
Failure ooo

7d8
Alignment
+3 25 ft.
Proficiency
Bonus
Speed
Modifier Saving
Throws
8 Strength -1 -1 18
8 Intelligence -1 -1
18 Wisdom +4 +7 AC
14 Dexterity +2 +2 +2
16 Constitution +3 +3
12 Charisma +1 +4 Initiative
Weapon Attack Damage
Unarmed strike +2 1 bludgeoning
Warhammer +2 1d8-1 bludgeoning
Spell Attack +7 As Spell
Features & Traits
Damage Resistance: Poison
Channel Divinity
Channel Divinity: Blessed Brew
Channel Divinity: Turn Undead (DC 15 Wis)
Channel Divinity: Boot and Rally
Darkvision (60 feet)
Destroy Undead (CR 0.5)
Dwarven Resilience
Rustic Hospitality
Stonecunning
55 Gold 140lb. 4' 1" Tan Red
Age Eyes Weight Height Skin Hair
* I enjoy the praise my finished products bring me. Maybe a little too much.
* I quote (and sometimes misquote) sacred texts and proverbs in almost every situation.
Personality Traits
* I strive to share my talents with as many people as I can.
Ideal
* I always try to help those in need, no matter what the personal cost. (Good)
Bond
* There are people who are unable to protect themselves. I fight to protect those people.
Flaw
* There's always time to raise a cup of ale, eh?
* I am inclined to think the best of a fellow brewers, even in the face of evidence to the contrary
Proficiencies
Armour: Light armor; Medium armor; Shields Tools: Brewer's supplies; Herbalism kit; Mason's tools
Weapons: Simple weapons; Battleaxe; Handaxe; Light hammer; Warhammer Languages: Common; Dwarvish
Equipment
Backpack (empty)
Breastplate
Brewer's supplies (+3)
Crowbar
Hammer
Healing Potion (crafted) (x3)
Herbalism kit (+3)
Holy symbol (amulet, Ninkash)
Holy symbol (emblem on shield, Ninkash)
Wagon
Donkey
Piton (x10)
Rations (x10)
Rope, hempen (50 feet)
Shield
Mason's tools (+3)
Tankard
Tinderbox
Torch (x10)
Warhammer
Waterskin
Treasure
Coins: You have no money!
Valuables: None!
Magic Items
None!
Ability Descriptions
Channel Divinity (2/short rest)
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

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.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Blessed Brew (7 doses)
Starting at 2nd level, you can use your Channel Divinity to transform a container of nonmagical liquid into blessed brew; the number of doses equals 3 + your Wisdom modifier. Any special attributes the liquid previously had are negated. Anyone who imbibes one dose of this brew can choose one of the following benefits:
  • Advantage on Charisma-based skill checks,
  • +1 bonus to AC, or
  • +1 increase to the DC of saving throws against their castings of enchantment spells. This bonus lasts for 1 hour, leaving a warm buzz behind when it fades. A creature can benefit from only one dose of blessed brew between rests. An hour after creating blessed brew, the liquid turns into tasty, but mundane, beer.
  • Channel Divinity: Turn Undead (DC 15 Wis)
    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.
    Channel Divinity: Boot and Rally
    Starting at 6th level, you can use your Channel Divinity to aid and rally your allies. All friendly creatures within 30 feet of you who are frightened, paralyzed, poisoned, or stunned gain an immediate saving throw with advantage to remove the effect. Creatures that succeed on the saving throw also heal 2d6 hit points.
    Darkvision (60 feet)
    Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.
    Destroy Undead (CR 0.5)
    Starting at 5th level, 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, as shown in the Destroy Undead table.
    
    Destroy Undead
    Cleric Level Destroys Undead of CR
    5th                       1/2 or lower
    8th                       1 or lower
    11th                     2 or lower
    14th                     3 or lower
    17th                     4 or lower
    Dwarven Resilience
    You have advantage on saving throws against poison, and you have resistance against poison damage.
    Rustic Hospitality
    You fit in with the commoners, you can easily find a place to hide, rest or recuperate among them, unless you gave them a reason to distrust you.  They will help you hide from the law or someone searching for you as long as it doesn’t put themselves in harm’s way.
    Stonecunning
    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.
    Spell Sheet
    Spellcasting Ability: Wisdom Spell Save DC: 15 Spell Attack Bonus: +7
    Spells Memorized
    Cantrip 4
    Guidance
    Holy Tankard (aka Tankard-llelagh) (D)
    Mending
    Sacred Flame
    Thaumaturgy
    1st-Level 4
    Bless
    Comprehend Languages (D)
    Cure Wounds
    Guiding Bolt
    Healing Word
    Heroism (D)
    2nd-Level 3
    Aid
    Blur (D)
    Prayer of Healing
    Spiritual Weapon
    Suggestion (D)
    3rd-Level 3
    Aura of Vitality (D)
    Dispel Magic
    Hypnotic Pattern (D)
    Mass Healing Word
    Spirit Guardians
    4th-Level 1
    Confusion (D)
    Death Ward
    Resilient Sphere (D)
    5th-Level
    6th-Level
    7th-Level
    8th-Level
    9th-Level
    Spell Descriptions
    Aid
    Casting Time: 1 action
    Range: 30 feet
    Components: Verbal, Somatic, Material
    Duration: 8 hours
    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    Aura of Vitality
    Casting Time: 1 action
    Range: Self
    Components: Verbal
    Duration: up to 1 minute
    Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
    Bless
    Casting Time: 1 action
    Range: 30 feet
    Components: Verbal, Somatic, Material
    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.
    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.
    Blur
    Casting Time: 1 action
    Range: Self
    Components: Verbal
    Duration: Concentration, up to 1 minute
    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
    Comprehend Languages
    Casting Time: 1 action
    Range: Self
    Components: Verbal, Somatic, Material
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
    Confusion
    Casting Time: 1 action
    Range: 90 feet
    Components: Verbal, Somatic, Material
    Duration: Concentration, up to 1 minute
    This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    d10 - Behavior 1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
    2–6 - The creature doesn’t move or take actions this turn.
    7–8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
    9–10 - The creature can act and move normally.
    At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
    Cure Wounds
    Casting Time: 1 action
    Range: Touch
    Components: Verbal, Somatic
    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.
    Death Ward
    Casting Time: 1 action
    Range: Touch
    Components: Verbal, Somatic
    Duration: 8 hours
    You touch a creature and grant it a measure of protection from death.
    The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
    Dispel Magic
    Casting Time: 1 action
    Range: 120 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
    Guiding Bolt
    Casting Time: 1 action
    Range: 120 feet
    Components: Verbal, Somatic
    Duration: 1 round
    A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    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.
    Healing Word
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: Verbal
    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.
    Heroism
    Casting Time: 1 action
    Range: Touch
    Components: Verbal, Somatic
    Duration: Concentration, up to 1 minute
    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    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.
    Hypnotic Pattern
    Casting Time: 1 action
    Range: 120 feet
    Components: Somatic, Material
    Duration: Concentration, up to 1 minute
    You create a twisting pattern of colors that weaves through the air inside a 30 foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
    Mass Healing Word
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: Verbal
    Duration: Instantaneous
    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.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
    Prayer of Healing
    Casting Time: 10 minutes
    Range: 30 feet
    Components: Verbal
    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.
    Resilient Sphere
    Casting Time: 1 action
    Range: 30 feet
    Components: Verbal, Somatic, Material
    Duration: Concentration, up to 1 minute
    A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
    Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
    The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
    A disintegrate spell targeting the globe destroys it without harming anything inside it.
    Spirit Guardians
    Casting Time: 1 action
    Range: Self (15 foot radius)
    Components: Verbal, Somatic, Material
    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. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
    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 (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
    Spiritual Weapon
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: Verbal, Somatic
    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.
    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
    Suggestion
    Casting Time: 1 action
    Range: 30 feet
    Components: Verbal, Material
    Duration: Concentration, up to 8 hours
    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
    If you or any of your companions damage the target, the spell ends.