Oric

The year is 1204 and Oric is out to kill some demonspawn. Age 156 in case that matters mechanically.

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Oric

Mountain Dwarf Race
Badlands (Woeful Warrior) Origin
Unbreakable Fighter 11 / Forge Cleric 1 Class & Level
Lawful Neutral Alignment
Astaroth Deity
Hkari Faction
Sergeant Rank/Position
11 Loyalty
Magnum Opus (Leader) Company

Strength 19
+4
Dexterity 11
+0
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice
Hit Die
1d+3
+4 proficiency bonus
+10 Strength
+2 Dexterity
+9 Constitution
+2 Intelligence
+9 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+8 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+3 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
66
MV
2
Prestige
3
Attunement Slots
24
Armor Class
126
Hit Points
+0
Initiative
25
Speed
WeaponAttackDamage
Knuckle Sandwich 1d20+8 5+1d4
Attacks
ProficiencySource
Saving Throws
StrengthFighter
ConstitutionFighter
WisdomFeat
Tools
Smith's ToolsHkari
Brewer's SuppliesDwarf
Cooking UtensilsAcademy
Herbalism KitAcademy
Skills
AthleticsFighter
InsightAstaroth
MartialFighter
History***Dwarf
Weapons & Armor
Simple WeaponsFighter
Martial WeaponsFighter
Krazaxian WaraxeDwarf + Fighter
Steton GreatbowAcademy
Light ArmorFighter
Medium ArmorFighter
Heavy ArmorFighter
ShieldsFighter
Daborakian Kite ShieldAcademy
Languages
CommonDwarf
DwarvenDwarf
Deep SpeechAcademy
WickedHkari

Proficiences

Spellcasting


SpellLevel
GuidanceCantrip
Toll the DeadCantrip
ThaumaturgyCantrip
Bless1st Level
Healing Word1st Level
Shield of Faith1st Level
Identify*1st Level
Searing Smite*1st Level

Spellcasting

10,968.67 gp


Equipped Gear

Hkari Plate Armor (Attuned)
+3 Full Plate Armor. Provides +3 healing from any source. Allows Myrmidon Echelon usage.
Masterwork Daborakian Kite Shield*
Your hand wielding the shield is considered free for the purposes of holding or manipulating small or smaller sized objects, including ammunition and light weapons. You cannot make attacks with such held objects or weapons, nor you cannot perform somatic components with the hand unless it is holding a focus.

This shield has been engraved with the holy symbol of Astaroth, and counts as a Holy Symbol for the purposes of casting cleric spells. The time it takes to don or doff is reduced to a bonus action.
Onslaught of Giants (Attuned)
Wondrous gauntlets, Rare (2,000 gp) - Attunement
These gauntlets are made of an unusually flexible metal and has comfortable padding on the inside that fills the gaps to prevent pinching. Along its joints are minute runes in Giant that read: "Strength. Endurance. Force." They come with a bit of heft, but do not exhaust the bearer.

Your Strength score increases by 1 up to a maximum equal to your ability score cap.

Mighty Momentum- You channel your inner strength into these gauntlets. Your melee attacks deal an extra 1d4 bludgeoning damage. This extra damage is considered magical for purposes for overcoming resistances.

[Base Material, Enchantment, Enhancement, Spell Invocation x1]
+1 Silvered Krazaxian Waraxe
1d8 bludgeoning/piercing/slashing, cleaving, versatile 1d10. This weapon has been Silvered.

*Unless specified otherwise, this is the default target of Blessing of the Forge's +1 bonus.*
Fadesteel Gorget
Whenever you would be subject to a critical hit, you reduce the damage taken by 5.
Bandana of Broken Dreams
Bandana of Broken Dreams (Major Rare)

This mystical crimson bandana is enchanted with the blood of many victims. This bandana has 4 charges.

Whenever you would be healed in any way while wearing this bandana, you can expend up to 2 charges to use a reaction to restore 1d6 additional hit points per charge. All expended charges are regained at dawn. This item is uncraftable.
Bandolier 1
Potion of Superior Healing, Potion of Speed, Potion of Invulnerability
Bandolier 2
Potion of Superior Healing, Potion of Supreme Healing, Scroll of Healing Word

Everything Else

Trading Bar Items
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"Bubbled" Log
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Other Combat Gear
Steton Greatbow
Steton Arrows x34
Belt of Null Magic
Belt of Null Magic (Minor Rare - Attunement)
Wondrous (Belt)

Dazing Strike. - As a reaction to dealing damage to a creature concentrating on a spell, you can give that creature disadvantage on the concentration check. You can do this once per short rest.

Null and Void. Once per long rest, when you fail a save to a spell effect, you can add +1 to that save.

[Base Material, Adornment, Enchantment, Enhancement]
Blood-Curdler
Banishing Blade

1d6 extra damage to good outsiders or celestials

Blood Rot - Once per turn when you deal damage with this weapon you can make it so the target can’t regain Hit Points until the start of your next turn. This can be done five times per day, uses are returned at dusk.
Boots of Rapid Dashing
Wondrous (Boots) - Arcadum, Attunement

While attuned to these boots, you gain the following abilities and effects:

-You qualify for the Blessed by the Wind feat, even if you are not an Air Genasi.

-Your movement speed is increased by 20 feet.

-Whenever you take the dash action, you can move an additional 20 feet.

-If you possess the Blessed by the Wind feat, and you move at least 50% of your base movement speed and you make a melee attack at the end of this movement, that attack deals an additional die of damage.

-If you possess the Blessed by the Wind feat, whenever you would take the Dash action, you gain a +1 bonus to your Armor Class, which remains until the beginning of your next turn.
Banishing Blade
Anti-Evil Outsider Weapon (Demonic)

+1 Longsword (Silver/Mithril)

1d6 extra damage to evil outsiders or fiends

Banishing Pin - As an action you can make a weapon attack using this weapon. If the attack hits it does damage as normal and the weapon is stabbed into the target. If the target is an evil outsider they must make a DC 16 Charisma saving throw. On a failed save they are banished to their native plane leaving behind a stone statue in their likeness with the blade lodged in it. While banished in this way they cannot leave their native plane until the sword is removed or the statue is destroyed or warped beyond recognition, at which time they return to the space the statue occupied. On a success nothing happens. The sword can be removed with a successful DC 16 Strength Check. Once the sword has been removed from a banished evil outsider this feature cannot be used again until the next dawn.
Hellfire Axe
+1 Greataxe (Infernal Steel)

This weapon deals an additional 1d6 fire damage on a hit.

Shadow of Hellfire: As an action you can call upon the remnants of hellfire held within this weapon. For the next minute all fire damage that this weapon deals ignores resistance to fire damage, and all damage dice dealt by this weapon are increased by 1 step (1d12>2d8. 1d6>1d8). You can do so once, regaining the ability to do so at dawn.
[All crafting slots filled]
Consumables
Potion of Healing x5
Potion of Water Breathing
Potion of Greater Healing x4
Healer's Kit (10 uses remaining)
Scroll of Healing Word
Potion of Superior Healing x2
Potion of Supreme Healing x1
Potion of Heroism x1
Scroll of Goodberry x4
Potion of Fire Breath
Alchemist's Fire x2
Oil (Flask) x15
Potion of Growth x2
Oil of Slipperiness x2
Scroll of Protection from Evil and Good
Scroll of Gentle Repose
Scroll of Cure Wounds x3
Scroll of Longstrider
Torches x7
Antitoxin
Hella pies!
Rations x4
Crafting
Masterwork Smith's Tools (gifted from Hathar)
+1 Cooking Utensils
Cooking Utensils
Potion of Heroism Reagent x7
Potion of Invulnerability Reagent x8
Potion of Growth Reagent x1
Crafting Tokens x87
Misc.
15,000 reserved in Hkari bank
Rusty Coin, same as seen w/ spooky bandit activity, likely demon related
Grappling hook
Platemail
Backpack
20 lbs swamp berries
Crowbar
Fine Wine worth 100gp
Mess kit
Pitons x10
Tinderbox
Waterskin
50ft hempen rope
Traveler's Clothes
Bedroll
Creepy, poorly made doll
Pole of Collapsing

Equipment
Hkari
Faction
The Mad Man: 15 / 11 / 14 / 11 / 15 / 10
Stat Array

Feats

Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attack creature.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (Verum ruling: if you commit to the attack action, you may use the bonus action Shove before the attack action.)

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Resilient: Wisdom
Choose one ability score (Wisdom). You gain the following benefits: (1) Increase the chosen ability by 1, to your maximum; (2) You gain proficiency in saving throws using the chosen ability.

Unbreakable Fighter

Hard as Steel
At 3rd level, you reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.
Defense Fighting Style
While you are wearing armor you get a +1 bonus to AC.
Action Surge
On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
Attack three times per turn. Nice
Defensive Surge
Whenever you take the attack action with Action Surge, you can sacrifice one of the attacks you'd make. If you do, you gain advantage on all saving throws for 1 minute. This effect ends early as soon as you fail a saving throw.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
Improved Indomitable
At 10th level, whenever you use your Indomitable class feature and succeed on the save, you gain a bonus to your next weapon damage roll equal to your character level against the source that caused you to make the saving throw.

Forge Cleric

Spellcasting
As a conduit for divine power, you can cast Cleric Spells. At 1st level, you know three Cantrips of your choice from the Cleric spell list. You prepare a 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. 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. Wisdom is your Spellcasting Ability for your Cleric Spells.
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.

Dwarf

Ability Score Increase
+2 STR, +2 CON
Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Tool Proficiency
You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.
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.

Origin

Badlands
Gain a +10 to your maximum hitpoints. Gain a +2 bonus to all saving throws.
Woeful Warrior
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one)

Hkari Faction

Blazing Glory Fighting Style
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Attribute Cap Increase
+2 Wisdom; this boosts the maximum of an ability score, but not the score itself.
Divine Smite
Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 damage. If you do not have access to the Divine Smite class feature, you can use it once per day as if with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.
Myrmidon Echelon
You can use a bonus action to grow dozens of tiny maws on your armor, consuming the blood of those you slay. For 1 minute whenever you kill an enemy you heal for 1 hit point. You must complete a long rest before you can use this ability again.
Phase Bonus
Until the end of the Phase 3, all Hkari deal an additional +2 damage to Astral & Fiend Outsiders, and have advantage on Knowledge checks made against them.
Hkari Plate
Hkari Plate provides a +3 to any hit point gained form any source of healing. Additionally, a Hkari can never be resurrected.
Fadesteel Gorget
Whenever you would be subject to a critical hit, you reduce the damage taken by 5.

Class/Racial Features & Traits