Argent Obelisk

Children

Argent Obelisk

Earth Genasi Race
Dolten (Ward of Witchtown) Origin
Forge Cleric 1 Class & Level
Neutral Good Alignment
Ezokhine Deity
The Collector Faction
Member - Suit Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 18
+4
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+4
+2 proficiency bonus
+3 Strength
+0 Dexterity
+6 Constitution
+0 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+2 History
+3 Insight
+0 Intimidation
+2 Investigation
+3 Martial
+3 Medicine
+0 Nature
+5 Perception
+4 Performance
+0 Persuasion
+2 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
11
Hit Points
+0
Initiative
30 ft
Speed
Attacks
Skill Proficiencies.
> History (Cleric)
> Religion (Cleric)
> Perception (Ezokhine)
> Investigation (Ward of Witchtown)

Armor.
> Light armor, medium armor, shields (Cleric)
> Heavy Armor (Forge Cleric)

Weapons.
> All simple weapons (Cleric)

Tool Proficiencies.
> Brewer's Supplies (Ward of Witchtown)
> Smith's Tools (Forge Cleric)
> Forgery Kit (The Collector)
> Disguise Kit (The Collector)

Languages.
> You can speak, read, and write Common and Terran. (Earth Genasi)
Proficiences
Spellcasting
As a conduit for divine power, you can cast cleric spells.

Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots
The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Spellcasting
Starting Equipment: Cleric
> Mace
> Chainmail
> Light Hammer
> Explorer's pack
> Shield
> Holy symbol

Starting Equipment: The Collector
> Satchel of Gold - You were paid quite a hefty bonus to start your career. You start with an additional 150gp.
> A fine set of clothes, Forgery Kit, Disguise Kit, Abacus
> The Collector's Playing Card
> Fadesteel Die
Equipment
The Collector
Faction
The Mad Man
Stat Array
Origin: Dolten
> You gain a +3 bonus to saving throws vs. Fear effects.
> +1 Wisdom

Sub Origin: Ward of Witchtown
> You gain a +2 bonus to passive perception and passive investigation.
> You gain proficiency in the Investigation skill, and with Brewer's Supplies.
> You gain a +1 bonus to your Constitution score.
> Burden: You do not trust anyone completely, you cannot benefit from allies performing the help action.

Religion: Ezokhine
> Church Boon: +1 Wisdom, and every crafting material you use is considered to have the Blessed mutator. This stacks, even if the material already has the Blessed mutator.
> If you are a Cleric, you gain your 2nd attunement slot at 6th level in Cleric, and your 3rd attunement slot at 9th level in Cleric. If you already have a 2nd or 3rd attunement slot, these don't stack, but they don't prevent you from gaining attunement slots normally.
> Lip Service: Skill Proficiency – Perception, and 1 additional crafting token when you complete a mission.

Racial: Earth Genasi
> Ability Score Increase +2 Con, +1 Str
> Size Medium
> Speed 30 ft., burrow 30 ft.
> Earth Walk – You can move across difficult terrain without it affecting you as long as it is from a ground based source.
> Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
> Seal of Earth – You gain a burrow speed of 30ft. If you should deal acid damage, the damage is increased by 2, this applies only once per source.

Class Traits: Forge Cleric
> Blessing of the Forge. At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.


Class/Racial Features & Traits

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