grumbaki
2017-07-28, 03:09 PM
Background:
Starting a campaign. Everyone starts at lvl4 with one 'minor magic item' that the GM must approve upon. Mine already has been approved. We don't know the exact starting gold, but it will be enough for basic items, though no magic items besides what the GM has already allowed.
Please see the character below. Was looking to make a character that can...
(1) Tank
(2) Heal the party
(3) Potentially reach out and blow people up (or summon a floating hammer and use that to hit squishy enemies in the face)
Thus, I made a hill dwarf tempest cleric. Did I make him right, and are there any changes worth making?
Thank you!
--------------------------------------------
Str (14) Dex (10) Con (16) Int (10) Wis (18) Cha (8) HP (39) Initiative (0) AC (20)
Saving Throws: Wisdom, Charisma (saves on left)
Combat
To Hit: +2 (Proficiency) + 2 (Strength) = +4
Damage: 1d8+2
Spiritual Weapon: 1d8+3
Hill Dwarf
- Speed (25ft)
- 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.
- Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: 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.
- +2 Con, +1 Wis, +1 max HP per level
Equipment
* Warhammer (1d8)
* Shield (+2 AC, holy symbol)
* Fullplate with Rune of Travel (AC18)
- Rune of Travel (Like eldrich knight weapon bond, only for armor. Can be summoned (and donned) or taken off with a bonus action from anywhere on same plane of existence)
Skills
* Religion-Class: INT (+2)
* History-Background: INT (+2/+4 stonework)
* Persuasion-Class: CHA (+1)
* Perception-Background: WIS (+5)
Tool Proficiencies
* Stone Masonry
* Smithing
Background
CLAN CRAFTER: The Stout Folk are well known for their artisanship and the worth of their handiwork, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours. and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. You are most likely a dwarf, but not necessarily- particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.
Skill Proficiencies: Perception, Insight
Tool Proficiencies: One type of artisan's tools (Smithing)
Languages: Dwarvish or one other of your choice if you already speak Dwarvish (Undercommon)
Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp
FEATURE, RESPECT OF THE STOUT FOLK: As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance
Spells
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Cantrips
* Guidance (You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.)
* Sacred Flame (60 ft Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).)
* Thaumaturgy (open/shut doors. speak with a loud voice. make eyes glow.)
* Mend (1 minute casting time, This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.)
Lvl 1 Spells 4 per day
* Bless (concentration, 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. 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.)
* Healing Word (60ft, Bonus action, 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. Can cast at 2nd level or higher, the healing increases by 1d4 for each slot level above 1st)
* Cure Wounds (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. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.)
Lvl 1 Domain
* Fog Cloud (120ft You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.)
* Thunderwave (A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.)
Lvl 2 Spells 3 spell slots
* Hold person (60ft, Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.)
* Prayer of healing (60ft, 10 min cast, 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.)
* Lessor Restoration
* Spiritual Weapon (Casting Time: 1 bonus action, 60ft, 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 1d8 force damage + 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 the 2nd.)
Lvl 2 Domain
* Gust of Wind (60ft line, Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.)
* Shatter (A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.)
Channel Divinity
* At 2nd level, you gain the ability to channel divine energy directly from your deity. You start with two such effects: Turn Undead, and and effect determined by your domain. Some domains grant you additional effects as you advance in levels.
* When you use your Channel Divinity, you choose which effect to create. You must finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effect require saving throws. When you use such an effect granted by this class, the DC equals your cleric spell save DC.
* At 6th level, you may use this feature twice between rests, and thrice at 18th level. All uses recharge when you take a short or long rest.
Turn Undead
* 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. lt 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.
Tempest Domain
* Heavy Armor
* Wrath of 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. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.)
* Channel Divinity Destructive Wrath (Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.)
Starting a campaign. Everyone starts at lvl4 with one 'minor magic item' that the GM must approve upon. Mine already has been approved. We don't know the exact starting gold, but it will be enough for basic items, though no magic items besides what the GM has already allowed.
Please see the character below. Was looking to make a character that can...
(1) Tank
(2) Heal the party
(3) Potentially reach out and blow people up (or summon a floating hammer and use that to hit squishy enemies in the face)
Thus, I made a hill dwarf tempest cleric. Did I make him right, and are there any changes worth making?
Thank you!
--------------------------------------------
Str (14) Dex (10) Con (16) Int (10) Wis (18) Cha (8) HP (39) Initiative (0) AC (20)
Saving Throws: Wisdom, Charisma (saves on left)
Combat
To Hit: +2 (Proficiency) + 2 (Strength) = +4
Damage: 1d8+2
Spiritual Weapon: 1d8+3
Hill Dwarf
- Speed (25ft)
- 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.
- Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
- Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: 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.
- +2 Con, +1 Wis, +1 max HP per level
Equipment
* Warhammer (1d8)
* Shield (+2 AC, holy symbol)
* Fullplate with Rune of Travel (AC18)
- Rune of Travel (Like eldrich knight weapon bond, only for armor. Can be summoned (and donned) or taken off with a bonus action from anywhere on same plane of existence)
Skills
* Religion-Class: INT (+2)
* History-Background: INT (+2/+4 stonework)
* Persuasion-Class: CHA (+1)
* Perception-Background: WIS (+5)
Tool Proficiencies
* Stone Masonry
* Smithing
Background
CLAN CRAFTER: The Stout Folk are well known for their artisanship and the worth of their handiwork, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours. and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. You are most likely a dwarf, but not necessarily- particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.
Skill Proficiencies: Perception, Insight
Tool Proficiencies: One type of artisan's tools (Smithing)
Languages: Dwarvish or one other of your choice if you already speak Dwarvish (Undercommon)
Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp
FEATURE, RESPECT OF THE STOUT FOLK: As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance
Spells
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Cantrips
* Guidance (You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.)
* Sacred Flame (60 ft Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).)
* Thaumaturgy (open/shut doors. speak with a loud voice. make eyes glow.)
* Mend (1 minute casting time, This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.)
Lvl 1 Spells 4 per day
* Bless (concentration, 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. 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.)
* Healing Word (60ft, Bonus action, 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. Can cast at 2nd level or higher, the healing increases by 1d4 for each slot level above 1st)
* Cure Wounds (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. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.)
Lvl 1 Domain
* Fog Cloud (120ft You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.)
* Thunderwave (A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.)
Lvl 2 Spells 3 spell slots
* Hold person (60ft, Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.)
* Prayer of healing (60ft, 10 min cast, 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.)
* Lessor Restoration
* Spiritual Weapon (Casting Time: 1 bonus action, 60ft, 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 1d8 force damage + 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 the 2nd.)
Lvl 2 Domain
* Gust of Wind (60ft line, Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.)
* Shatter (A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.)
Channel Divinity
* At 2nd level, you gain the ability to channel divine energy directly from your deity. You start with two such effects: Turn Undead, and and effect determined by your domain. Some domains grant you additional effects as you advance in levels.
* When you use your Channel Divinity, you choose which effect to create. You must finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effect require saving throws. When you use such an effect granted by this class, the DC equals your cleric spell save DC.
* At 6th level, you may use this feature twice between rests, and thrice at 18th level. All uses recharge when you take a short or long rest.
Turn Undead
* 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. lt 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.
Tempest Domain
* Heavy Armor
* Wrath of 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. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.)
* Channel Divinity Destructive Wrath (Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.)