Balin Gladheart

Balin Gladheart

Physical Description

General Physical Condition

Balin is a large man, but not giant for his own race. He has slight muscle, but most of his strength comes from his size.

Mental characteristics

Personal history

Growing up in the jungles of Khao is harsh for some, but that would be not be the case for Balin. Due to his races inclination for nature, he learned to live alongside with dangers that may cause others fright. Even with the hardships of life, the Firbolg held a far more positive and laid back demeanor than most others would. Initially training to become a druid like much of his race, through the guidance of visions from the Matron of Fate he discovered a passion for knowledge of the arcane arts. Eventually he gained acceptance into the Mages Guild to further his pursuit of knowledge.

Education

Less of a formal education and more worldly.

Morality & Philosophy

Being a follower of the Matron of Fate, his philosophy on life is that one does not simply think of purely themselves. The Tapestry of Fate can be altered and changed by the actions of others, and while some may think fate is set in stone, it is able to be changed. As such he carefully watches the actions of others, and even if he keeps a smile on his face, he finds those who are entirely selfish and powerhungry as people who should be watched and dealt with if need be.

While he is part of the Mages Guild, he is not an arcane caster and uses his time to learn about the strengths as well as the weaknesses of mages of the past. Learning about those who cannot help but desire more power and the dangers that they cause to the world.

Personality Characteristics

Motivation

To discover secrets of the arcane and make sure that the power does not get abused. Assist those in need along the way.

Social

Religious Views

Follower of the Matron of Fate and a believer of the freedom in the tapestry.

Wealth & Financial state

MV Gain
  • Winds of Misfortune - 1 MV
  • Rats of Khao - 1 MV
  • Krazaxian Rodent Investigation - 1 MV
  • Kua Toa Orde Raid - 1 MV
  • Barking Up the Wrong Tree - 1 MV
  • A Kobold's Kraze - 1 MV
  • Out of the Heat, Into the Drink - 2 MV (2 Session)
  • The Repurposed Dead - 1 MV, 1 Prestige
  • Down the River - 4 MV (2 Session, 2 Lesser completion)
  • Reclaiming the Beach - 6 MV (4 Session, 2 lesser completion)
  • Smuggler's Tide - 5 MV (2 MV lesser completion)
  • Ruins of the Translators - 4 MV, 1 Prestige
  • To Choose a Path - 2 MV, (1 Completion MV lesser Daborak mission)
  • Calamity and Duality - 7 Mission (4 MV Major Completion)
  • Sphere of the Sages - 5 MV (2 MV lesser completion) & 1 Prestige
Alignment
Neutral Good
Age
62
Birthplace
The Jungles of Khao
Children
Current Residence
The Mages Guild
Gender
Male
Eyes
Emerald
Hair
Dark Brown
Skin Tone/Pigmentation
Light Blue
Height
7'-4"
Weight
335 lbs
Known Languages
Common (Leaf), Giant (Lesser) & Elven (Nomad)

Balin Gladheart

Firbolg Race
Khao(Jungle)/Druid In-Training Origin
Cleric (Arcana) 10 Class & Level
Neutral Good Alignment
Matron Of Fate Deity
Mages Guild Faction
Member Rank/Position
11 Loyalty
Company

Strength 12
+1
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 20
+5
charisma 12
+1
Total Hit Dice 5
Hit Die
1d8+3
+4 proficiency bonus
+1 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+8 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+9 Animal Handling
+4 Arcana
+1 Athletics
+1 Deception
+0 History
+9 Insight
+1 Intimidation
+0 Investigation
+9 Martial
+5 Medicine
+4 Nature
+5 Perception
+1 Performance
+5 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 
51
MV
3
Prestige
2
Attunement Slots
19
Armor Class
88
Hit Points
+2
Initiative
30
Speed
Attacks
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Proficiencies
  • Class: Insight, Martial
  • Origin/Sub Origin: Nature, Animal Handling
  • Lip Service: Persuasion
  • Arcana Cleric: Arcana
  • Tool Proficiencies: Herbalism kit, Brewer's Supplies, Caligraphy Supplies (Academy), Woodcarvers tools (7/8)
  • Weapon Proficiencies: Simple Weapons
  • Armor Proficiencies: Light, Medium Armor & Shields
  • Languages: Common, Elvish & Giant
  • Ability Cap Increases: Intelligence +2 (Mages Guild), Wisdom +2 (Academy)

  • Proficiences
    Racial: Detect Magic & Disguise Self(One per Short or Long rest)
    Cantrips: Shillelagh, Booming Blade, Green-Flame Blade, Sacred Flame, Toll the Dead, Guidance & Light
    1st Level Spells: Detect Magic(Domain), Magic Missile(Domain), Shield(VINPC), Cure wounds, Healing Word, Guiding Bolt, Bless
    2st Level Spells: Magic Weapon(Domain), Nystul's Magic Aura(Domain), Misty Step(VINPC), Spiritual Weapon, Lesser Restoration, Silence
    3rd Level Spells: Dispel Magic (Domain), Magic Circle (Domain), Spirit Guardians, Mass Healing Word, Tongues, Sending
    4th Level Spells: Arcane Eye (Domain), Leomund's Secret Chest (Domain), Banishment, Death Ward
    5th Level Spells: Planar Binding (Domain), Teleportation Circle (Domain), Mass Cure Wounds
    Spellcasting
    Money: 3162 GP
    Weapons: Mace, Crossbow & Boltsx20
    Armor: Half Plate, Shield
    Misc: Explorer's Pack, Bandolier x3, Masterwork Bandolier x1,Holy Symbol, Crafting Tokens x21, Rations x4, Alcohol(DC 24 Con save or be poisoned for half an hour) , Masterwork woodcarvers tools
    Consumables: Scroll of Protection of Evil and Good x1, Scroll of Gentle Repose, Scroll of Healing Word, Scroll of Nystul's Magic Aura x1, Scroll of Spirit Guardians, Antitoxin, Potion of Water Breathing, Potion of Invulnerability, Vial of Holy Water x3, tier 2 food token, Potion of Heroism Reagents x1, Potion of Heroism x3, Death Ward Scroll x2

    Banner: Human Eradication Squad
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    Magical Items
  • Guild Band(Equipped): Mages Guild band with a garnet stone. Can cast Message as long as you have the ring.
  • Taltaken Mask: While equipped, cantrips that were hard cast deal +1 damage.
  • Taltaken Flamestaff(Equipped): A quarterstaff that when green-flame blade is cast through it you can effect a 3rd target.


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    Blueprints
  • Fantastiskt Magiskt Föremål: Rare Focus or Holy Symbol - Attunement
  • Gachatier's Wares: Very Rare +1 Any Simple Weapon - Attunement

  • Equipment
    Mages Guild
    Faction
    The Mad Man
    Stat Array
    Racial Abilities

    Racial Abilities
  • Firbolg Magic: You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal.
  • Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

     

  • Cleric Abilities

    Arcana Cleric
  • Channel Divinity: Arcane Abjuration:
    As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. 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 end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use 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.

    After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin.


  • Spell Breaker: Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

     

  • Feats & ASIs

    Resilience (Con)
  • Gain +1 to Constitution and proficiency in Constitution saving throws.
    ASI +2 Wisdom
  • Gain +2 Wisdom.

     



  • Class/Racial Features & Traits