Nuggg

Nuggg

He is a determined, hulking, and proud lizardfolk. He has a goal and will stop at nothing to accomplish it. He is driven by money and he will make the decision that nets the most coin

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Children
Gender
Male
Eyes
blue
Skin Tone/Pigmentation
blue
Height
6 ft 4 In
Weight
280

Nuggg

Lizardfolk Race
Khao/Exile Origin
Tempest Cleric 4 Class & Level
Chaotic Neutral Alignment
Kaheeli Deity
Freeman Faction
Member Rank/Position
4 Loyalty
N/A Company

Strength 15
+2
Dexterity 10
+0
constitution 18
+4
intelligence 11
+0
wisdom 18
+4
charisma 11
+0
Total Hit Dice 1d8
Hit Die
1d8+4
+2 proficiency bonus
+2 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+2 Arcana
+5 Athletics
+3 Deception
+2 History
+8 Insight
+2 Intimidation
+2 Investigation
+8 Martial
+8 Medicine
+2 Nature
+7 Perception
+2 Performance
+2 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
6
MV
0
Prestige
1
Attunement Slots
18
Armor Class
43
Hit Points
+0
Initiative
30 ft., swim 30 ft.
Speed
Sea Reaver 1d20+5 [roll 1d6+1] [1d4]
Warhammmer[roll 1d20+4][roll 1d8]
Attacks
Origin: gives Survival, Kaheeli: gives Nature, Lizardfolk: gives Animal Handling, Perception, Cleric: gives Insight, Martial
Freeman: Proficiency in Waterborne Vehicles
Tool Proficiencies - Cartographers Tools, Navigator's Tools
Martial weapons and heavy armor
Proficiences
Cantrip: Thaumaturgy, Guidance, Toll of the dead, call lightning, Lightning Bolt
Cleric Spells: Lvl 1 (fog cloud, Thunderwave,) Shield of Faith, Inflict Wounds, Detect Magic, Bless Lvl 2 (Shatter, gust of wind,) Spiritual Weapon, Silence, call lightning, Lightning Bolt
8 spells prepared
Spellcasting
Warhammer, chain mail, dagger, shield and a Kaheeli amulet
Sea Reaver Trident, Full Plate Armor
Wand of Heating: Common. Warms an object
Freeman Flag
explorer's pack:
a backpack
a blanket
10 candles
a tinderbox
an alms box
2 blocks of incense
a censer
vestments
2 days of rations
a waterskin.
50 feet of silk rope, a set of common clothes, and a belt pouch containing 10gp
x2 Bandoliers, x3 Potions of Healing, Pole of Collapsing
Freemen Cloak
1550 gp
14 crafting tokens
Alchemy rat pelt
Alchemy kit
6 Rations
Potion of Heroism
Potion of Breathing
Equipment
Freeman
Faction
Madman
Stat Array
Tempest Cleric:

Wrath of the Storm:
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

Channel Divinity:
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.

Sea Reaver:
+1

Depth Knight: The wielder of this trident can attack freely underwater, gaining immunity to the underwater combat penalties for as long as this trident is held; in addition, the wielder gains a swim speed of 30 feet, or increases their current swim speed by 10 feet.

Grace of the Sea Striders: Once per long rest, you can spend your action to activate this trident empower up to ten willing creatures that you can see within 30 feet the ability to walk across liquid surfaces for 1 hour. Those empowered gain the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you target a creature submerged in a liquid, the ability carries the target to the surface of the liquid at a rate of 60 feet per round.

Rift Shaker: Pointing your blade in the desired direction and speaking the command word causes the blade to hum with energy as it begins to glow with an ocean blue light. Several blue waves of energy issue forth from the blade as it is ready to be sent forth. As an action you can swing the blade in a wide arc releasing the waves of blue energy in the form a colossal wave of energy that crashes down upon all creatures within a 20 foot cone. Instead, as an action, you can swing the blade in an overhead downward arc, sending rippling shockwaves through every creature, object, and structure within a 5-foot wide, 40-foot long, 20-foot deep line that begins at your elevation and descends. In either case, this ability deals 5d6 points of Thunder damage, or half on a successful DC 15 Constitution saving throw. This ability can be used once per long rest.

Thunder Pulse: This trident deals an additional 1d4 points of thunder damage.

Freemen Cloak - Cloak - This cloak provides not only a convenient method to display one's own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.

Exile:
Spells you cast that target only yourself have three times the duration as normal. This only effects spells that last more than 1 round.
Class/Racial Features & Traits

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