Difference between revisions of "Barwiksan (Wick) Alumkal"

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{{DND5CharacterSheet
 
{{DND5CharacterSheet
|Image=[[Image:Tyrannus-adarbrent.jpg|center|350 px]]
+
|Image=[[Image:Wick-Alumkal.jpg|center|350 px]]
 
|CharacterName=Wick Alumkal
 
|CharacterName=Wick Alumkal
|Race=Human  
+
|Race= Human (Purple Rocks)
|Class= Cleric (Tempest)
+
|Class= Cleric (Tempest Domain) 6
 
|Background= Marine Veteran
 
|Background= Marine Veteran
|Alignment=Chaotic Good
+
|Alignment= Chaotic Good
|Patron Deity=Selûne
+
|Patron Deity= Selûne
 
|Factions=  
 
|Factions=  
 
|Ability Scores=Strength 15 (+2), Dexterity 14 (+2), Constitution 14 (+2);<br> Intelligence 10 (+0), Wisdom 18 (+4), Charisma 9 (-1)
 
|Ability Scores=Strength 15 (+2), Dexterity 14 (+2), Constitution 14 (+2);<br> Intelligence 10 (+0), Wisdom 18 (+4), Charisma 9 (-1)
|Bonus=+3
+
|Bonus= +3
|Saving Throws=Wisdom +8 & Charisma +3
+
|Saving Throws=Wisdom +8, Charisma +3
|Skills=Athletics +5, History +3, Intimidation +2, Religion +3
+
|Skills= Athletics +5, History +3, Intimidation +2, Religion +3
|Tools=Navigator's Tools
+
|Tools= Navigator's Tools
|Languages=Common, +1
+
|Languages= Common, Illuskan, Alzhedo
|Armor=Chain shirt, Cloak of Protection, Shield
+
|Armor= Chain shirt (13+Dex Mod), Coat of Protection(+1 AC), Shield (+2 AC)
 
|Weapons= Battleaxe  
 
|Weapons= Battleaxe  
|Traits=
+
|Traits= Ability score increase, proficiency with martial weapons and heavy armor, wrath of the storm, channel divinity: turn undead, channel divinity: destructive wrath, destroy undead, thunderbolt strike
|Attacks=
+
|Attacks= Battleaxe +5/1d8+2 S
 
|Armor Class=18
 
|Armor Class=18
 
|Initiative=+2
 
|Initiative=+2
Line 24: Line 24:
 
|Hit Points=49
 
|Hit Points=49
 
|Hit Dice=5d6
 
|Hit Dice=5d6
|Personality=
+
|Personality= • I face problems head-on. A simple direct solution is the best path to success.  • I've lost too many friends, and I'm slow to make new ones.
|Ideals=
+
|Ideals= • Independence. When people follow orders blindly they embrace a kind of tyranny. • Aspiration. I seek to prove my self worthy of my god's favor by matching my actions against his or her teachings.
|Bonds=
+
|Bonds= I would lay down my life for the people I served with. I'm loyal to those who fight beside me.
|Flaws=
+
|Flaws= I'd rather eat my armor than admit when I'm wrong.
 
}}
 
}}
 
__NOTOC__
 
__NOTOC__
<div style="float: center; width: 250px; border: 1px black solid; margin: 5px; padding: 5px;">
+
 
<div style="text-align: center; font-size: 150%">Useful Links</div>
+
 
* [[D&D5e Downtime#Running a Business|Running a Business]] • [[Blackstaff Tower House Rules|House Rules]]
+
''A smooth sea never made a skillful sailor.'' - Proverb
* [[Kreis' Fine Wine and Spirits]] • [[Lazy Dragon]] Inn • [[Old Temple]] Neighborhood • [[Castle Ward of Waterdeep|Castle Ward]]
 
* [[City Watch of Waterdeep|The Watch]] • [[Nobility of Waterdeep|Nobility]]
 
* [[Waterdhavian Gangs|The Gangs]] • [[Gangs of Waterdeep Target Gangs|Current Target Research]]
 
</div>
 
''Only death awaits you all. But do not fear. For it is through death that a new spirit energy is born. Soon, you will live again as a part of me. Let us gift each other with this moment.'' -Tyrannus Adarbrent
 
 
==Origin==
 
==Origin==
 +
Grew up in Purple Rocks.  Father was a fisherman.  As a young teen was conscripted into the military and began working as a soldier/sailor on board a military ship.  Did this for many years.
 +
 +
Connection to Rafenas Birlond:
 +
At some point, after many years of service, the crew Wick is a part of is abducted by cultists who sacrifice the majority of the crew to a god/demon/beyonder.  Rafenas is present is and has an opportunity to assist Wick, but does not.  Wick is tied to a rock and left to die.  In desperation he calls to various deities, many of the ones his people would be familiar with and would worship.  All of them are silent.  There is a storm raging.  Through a momentary break in the storm, the clouds part and Wick looks up to see the moon and the stars.  He calls out to Selune.  She answers.  She comes to him and makes him her living embodiment of Guidance Through the Storm.  And as the light that guides through the darkness and through the storm, she has some power over that storm. As her cleric, she gives him power of that domain.
 +
 +
Wick eventually comes on board The Horizon's Kiss as uses becomes the Navigator.
 +
 +
Connection to Tusker
 +
Through his connections as Selune's cleric, Wick learns of a lycanthrope being held prisoner.  He convinces the crew of the Horizon's Kiss to help him rescue the poor soul.  They save, release, and cure (?) Tusker, who comes on board as another member of the crew.
  
 
==Traits==
 
==Traits==
===Class Traits===
+
===Human Traits===
 +
*Ability Scores each increase by 1.
 +
*2 Languages spoken: Common, Illuskan
  
===Specialty Traits===
+
===Cleric Traits===
 +
* '''Skills:'''History, Religion
 +
* '''Spellcasting:''' ''Spell Save DC:'' 15 • ''Spell Attack Bonus:'' +7
 +
* '''Spells Prepared:''' 10  (Wisdom modifier + cleric level) + Divine Domain spells (always prepared) from among the following spells
 +
** ''Cantrips:'' (4) Light, Resistance, Sacred Flame, Spare the Dying
 +
** ''1st Level:'' Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Fog Cloud, Guiding Bolt, Healing Word, Protection From Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith, Thunderwave
 +
** ''2nd Level:'' Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Gust of Wind, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Shatter, Silence, Spiritual Weapon, Warding Bond, Zone of Truth
 +
** ''3rd Level:'' Animate Dead, Beacon of Hope, Bestow Curse, Call Lightning, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Magic Circle, Mass Healing Word, Meld Into Stone, Protection From Energy, Remove Curse, Revivify, Sending, Sleet Storm, Speak with Dead, Spirit Guardians, Tongues, Water Walk
  
===Background Traits===
+
* '''Channel Divinity - 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.
  
==Feats==
+
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. Beginning at 6th level, you can use your Channel Divinity twice between rests. When you finish a short or Long Rest, you regain your expended uses.
*Magical Initiate [Cleric]: You learn two cantrips of your choice from that class's spell list. Choose one 1st lvl spell of that list--you can cast this once per long rest. SpellCasting Ability = Wisdom.
 
  
==Resources==
+
* '''Destroy Undead:'''
* '''Coins:''' cp • 10 sp •  ep • 650 gp •  pp • Other coins:  
+
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below 1/2
* '''Gems:'''
+
 
 +
* '''Ability Score Increase:'''
 +
Wisdom +2 at 4th Level
 +
 
 +
===Tempest Domain===
 +
*Proficiency with martial weapons and heavy armor
 +
 
 +
* At each indicated cleric level, the listed spells are gained:
 +
** ''1st level:'' - fog cloud, thunderwave
 +
** ''3rd level:'' - gust of wind, shatter
 +
** ''5th level:'' - call lightning, sleet storm
 +
** ''7th level:'' - control water, ice storm
 +
** ''9th level:'' - destructive wave, insect plague
  
===Magic Items===
+
* '''Wrath of the Storm:'''
* Ring of Mind Shielding: Uncommon;
+
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.
  
===Carried Equipment===
+
* '''Channel Divinity - Destructive Wrath:'''
* '''In Hand:'''   
+
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. Beginning at 6th level, you can use your Channel Divinity twice between rests. When you finish a short or Long Rest, you regain your expended uses.
* '''Worn:''' House Adarbrent signet ring The Adarbrent crest set into a medium sized ruby that also serves as a magical focus.
 
* '''Belt:''' x
 
* '''Backpack:''' x
 
  
===Stored Equipment===
+
* '''Thunderbolt Strike:'''
*      [LOCATION]
+
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
  
===Lifestyle===
+
===Marine Veteran Background===
* '''Comfortable:''' ''Paid for by House Adarbrent''.
+
War at sea was both your life and your bread and butter for a long while. You learned not only how to sail the ship, but to protect it with blood and steel. With your brothers-at-arms you learned the better points of coastal raids, boarding ships, and repelling boarders from your own.
* '''Time to Establish Business:''' 10 days, 156 gp
 
* '''Debt to Lord Adarbrent:''' 156 gp
 
{{D&D5ePCBusiness
 
|BusinessName=[[Kreis' Fine Wine and Spirits]]
 
|BusinessType=Import/Export (Spirits)
 
|Lifestyle=None
 
|LifestyleMonthCost=0
 
|EmployeesCost=192
 
|TotalSkilled=3
 
|TotalUnskilled=2
 
|BuildingSize=Small, 2 floors
 
|BuildingDistrict= Castle Ward, Old Temple Neighborhood
 
|BuildingCost=20
 
|GoodsCost=100
 
|BusinessCostTotal=312
 
|BusinessQuality=Comfortable
 
|QualityBaseCost=+50%
 
|QualityRoll=-5%
 
|QualityProfit=+50%
 
}}
 
{{D&D5ePCInfoNetwork
 
|NetworkType=Noble
 
|NetworkSize=Unestablished
 
|EstablishTime=0
 
|NextTime=17
 
|EstablishCoin=0
 
|NextCoin=14
 
}}
 
  
==Important Individuals==
+
* '''Skill Proficiencies:''' Athletics, Intimidation
{| align="none" border="0" style="background: white"
+
* '''Tool Proficiencies:''' Navigator's tools, Vehicles (water)
| [[Image:Thief-crowns.jpg|left|150px]] || '''Barduris'''<br>''The Thief of Crowns''<br>Though you knew him as "Barduris," he has apparently become the "Thief of Crowns" in the time since you snuck him into your bed to protect him from the Adarbrent guards. Now, he's the scourge of the nobility, sneaking into their estates to make away with their finest of expensive trophies - things that hurt not just the coffers, but their pride as well.
+
* '''Language:''' Alzhedo
|- style="background: gainsboro"
+
* '''Feature - Marks of Service:''' Tattoo marking military service with the Navy/Marines of the Purple Rocks. You have marks of service from your time as a marine. Most commoners will easily yield to your polite (and even not so polite) requests. They may even buy you drinks if they know of your deeds and respect them. On the other side of that coin, you also have enemies who will look for opportunities to get back at you or kick you when you are down. Marines give respect to former members of their service, but not so far as to endanger their own mission. Former marines can always get meals and a bedroll in the common room, provided they are willing to train recruits while they stay and that their stay won't be less than 8 weeks.
| [[Image:The-Exquisite.jpg|left|150px]] || '''The Exquisite'''<br>''Matron Tormentrix''<br>Revered and reviled for her training of some of the North's finest and most skilled tormentors and tormentrices, the Exquisite will not speak of her origins. Some believe she is some kind of fey, and others believe her a creature of the Shadowfell - but all of that is idle festhall chatter. She runs an academy of sorts - her Boudoir of Agonies - where she trains her protegees. She is suspected of having connections to a Waterdhavian cult of Loviatarans.
 
|-
 
| [[Image:Iolrath.jpg|left|150px]] || '''Iolrath Marfander'''<br>''Butler of Rubycliff House (Rank 5) • 64 years''<br>Distinguished and unflappable, the half-elven Iolrath has been a servant for House Adarbrent for longer than they have been ennobled in Waterdeep. Iolrath maintains exquisite order in the house and ensures that everything that needs to go on behind the scenes does so outside of the view of the family he serves. For their part, the Adarbrents consider him not-quite-family - all of them have grown up with him, and many nights Lord Royus and he sit up after everyone else has gone to bed and the two talk, exchanging advice.
 
|- style="background: gainsboro"
 
| [[Image:Vhaas-gauntyl.jpg|left|150px]] || '''Vhaas Gauntyl'''<br>''Heir of [[House Gauntyl]]''<br>The young heir of House Gauntyl whom Tyrannus met at the Presentation Ball.
 
|}
 
  
===Your Old Noble Crew===
+
==Resources==
{| align="none" border="0" style="background: white"
+
* '''Coins:''' x cp • x sp • x ep • x gp • x pp • Other coins: x
| [[Image:Alroy-adarbrent.jpg|left|150px]] || '''Royus Adarbrent'''<br>''Cousin''<br>Your cousin often depended on your charisma and nerve when it came to social fun and making a name for himself, but once he was "warmed up" he always enjoyed himself. He considers you an indispensable "wingman."<br><br>Alroy was the first person in Tyrannus's life to make him feel okay in his own skin. While he thinks Alroy is far too timid for one with so much power, Tyrannus cares deeply for his cousin. Part of the resentment towards Royus Adarbrent boiling underneath Tyrannus's skin is due to his anger around being separated from his beloved cousin for as long as he was. Tyrannus views Alroy as a perfect potential "second."
+
* '''Gems:''' x
 +
===Magic Items===
 +
* '''Coat of Protection:''' +1 to AC and saving throws while you wear this coat
  
|- style="background: gainsboro"
+
==Equipment==
| [[Image:Maedis-ammakyl.jpg|left|150px]] || '''Maedis Ammakyl'''<br>''The Would-Be Lover''<br>Frankly one of the finest young nobles of your generation when it comes to entertaining gossip (both knowing it and causing it), carrying on overblown, high-drama love affairs (and breakups), and in general making sure everyone is having a good time, Maedis has made moon-eyes at you for years.<br><br>
+
===Carried Equipment===
While Maedis is undeniably attractive, Tyrannus secretly doesn't trust his "loose-lips" or tendency for needless drama. You'd never know that, as Tyrannus has spent many long hours with Maedis diving head-first into the lastest and juiciest gossip of the land, over the best vint of the year, and only at the finest establishments--in perfect view of all those who hunger for Maedis's attention. After all, to entertain and deny the advances of such an amazingly popular Lord speaks highly of anyone.
+
* '''In Hand:''' Battleaxe, shield
 +
* '''Worn:''' Chain shirt, common clothes, coat of protection
 +
* '''Belt:''' Dice set, pouch, navigator's tools
 +
* '''Backpack:''' Bedroll. fishing tackle, silk rope (50 feet)
  
[[House Ammakyl]]
+
===Stored Equipment===
|-
+
* Fine clothes
| [[Image:Emilos-melshimber.jpg|left|150px]] || '''Emilos Melshimber'''<br>''The Rake''<br>Fine with a blade, and quick with the ladies, Emilos is a rake and a partier. He always has the best gossip and the best wine, and that made him an inseparable part of the crew.<br><br>
 
The beautiful dark player. Not only does Tyrannus respect his skill with a blade, he wonders if, deep down within Emilos, there dwells a sleeping monster; one that, with the right encouragement, could be a wonderful compliment to Tyrannus's love of torturous pain and death. Alongside this curiosity, an unspoken and long-brewed sexual attraction has grown between the two of them over the years leading up to their adulthood. Sadly, nothing was ever done about it before Tyrannus's temporary exile to Yartar.
 
  
[[House Melshimber]]
+
===Lifestyle===
|- style="background: gainsboro"
+
* '''xxx:''' ''(x gp/day)''. x
| [[Image:Lolys-emveolstone.jpg|left|150px]] || '''Lolys Emveolstone'''<br>''The Instigator''<br>If her rather rough family are a House of coals, Lolys is the diamond found among them. She is beautiful and quick-witted - probably the cleverest of the crew, if truth is being told - and she loves to tear down those who she decides are "too pompous to tolerate."<br><br>
 
My sagacious siren. Lolys is one of the few people in the realms that actually has Tyrannus's respect. Not to mention that she is one of the few people the he has ever honestly gossiped with--with everyone else, it's all a part of some grand ruse; with her, he feels like he can let himself go a bit. Growing up, when he found himself frustrated with the bullshit of the game, he always found a like-mindedness with his friend Lolys.
 
  
[[House Emveolstone]]
 
|-
 
|}
 
  
==Downtime==
+
==Important Individuals==
===1354 DR===
+
* x
* '''Mirtul:''' 3 days Business (Import/Export)
 
** ''1st-3rd:'' Establishing a Business (Import/Export; 3/10 days)
 
** ''4th:'' Prepare for Presentation Ball
 
** ''5th-6th:'' Establishing a Business (Import/Export; 5/10 days)
 
** ''7th - 8th:'' Establishing a Network (Noble; 2/17 days)
 
** ''9th-10th:'' Early in the morning, send word to '''Elranmyr Wands''', inviting him to dinner with the Adarbrents that evening, to thank him for his warm welcome back to Waterdeep that he so  kindly gave at The Presentation Ball. Inform '''Akaya''' and '''Syllia''' of this and of it's importance; make it obvious that you intend to coach '''Syllia''' on how to prepare for a dinner like this: "You must take every moment with another Noble as an opportunity for greatness..." If there is time, have lunch with '''Vhaas Gauntyl''' at a fine and very popular restaurant.
 
** ''11th-13th:'''Establishing a Business (Import/Export; 8/10 days)
 
**''14th-15th:'' Sowing Rumor
 
** ''16th:'' Spend the day with '''Vhass Gauntyl''': After an mind-shattering orgasm, insist that you see him fight--and not an easy one. "I want to see the fire and power that lies within you like a coiled serpent; barely contained within your flesh..." Use this as an opportunity to test his veracity and blood-lust. Begin determining if he can be swayed to evil; swayed to "the dark side." lol
 
** ''17th-19th:''Establishing a Business (Import/Export; 10/10 days)
 
** ''20th:'' '''Syllia's''' Coming Out Party
 
** ''21st-26th:'' Establish a Network (Noble; 6/17 days)
 
** ''27th:''Confrontation at Kreis' Fine Wine and Spirits
 
** ''28th:''Visit with '''Vhass Gauntyl.''' Tell him about the incident at work, and manipulate him into offering mercenaries to protect his business and him from "The big bad criminals.."
 
** ''29th-30th:'' Running a Business (Import/Export)
 
* '''Kythorn:''' x
 
** ''1st-15th:'' Establish a Network (Noble; 21/17)
 
** "16th-26th:'' Run a Business
 
** ''27th-30th:'' Establish a Network (Noble; 24/17)
 

Latest revision as of 13:38, 9 December 2016

Wick Alumkal
Wick-Alumkal.jpg
Race: Human (Purple Rocks), Class: Cleric (Tempest Domain) 6
Background: Marine Veteran, Alignment: Chaotic Good
Patron Deity: Selûne
Factions:
Ability Scores
Strength 15 (+2), Dexterity 14 (+2), Constitution 14 (+2);
Intelligence 10 (+0), Wisdom 18 (+4), Charisma 9 (-1)
Proficiencies
Bonus: +3
Saving Throws: Wisdom +8, Charisma +3
Skills: Athletics +5, History +3, Intimidation +2, Religion +3
Tools: Navigator's Tools
Languages: Common, Illuskan, Alzhedo
Armor: Chain shirt (13+Dex Mod), Coat of Protection(+1 AC), Shield (+2 AC)
Weapons: Battleaxe
Traits
Ability score increase, proficiency with martial weapons and heavy armor, wrath of the storm, channel divinity: turn undead, channel divinity: destructive wrath, destroy undead, thunderbolt strike
Feats
Combat
Attacks: Battleaxe +5/1d8+2 S
Armor Class: 18, Initiative: +2, Speed: 30 ft
Hit Points: 49, Hit Dice: 5d6
Social
Personality Traits: • I face problems head-on. A simple direct solution is the best path to success. • I've lost too many friends, and I'm slow to make new ones.
Ideals: • Independence. When people follow orders blindly they embrace a kind of tyranny. • Aspiration. I seek to prove my self worthy of my god's favor by matching my actions against his or her teachings.
Bonds: I would lay down my life for the people I served with. I'm loyal to those who fight beside me.
Flaws: I'd rather eat my armor than admit when I'm wrong.


A smooth sea never made a skillful sailor. - Proverb

Origin

Grew up in Purple Rocks. Father was a fisherman. As a young teen was conscripted into the military and began working as a soldier/sailor on board a military ship. Did this for many years.

Connection to Rafenas Birlond: At some point, after many years of service, the crew Wick is a part of is abducted by cultists who sacrifice the majority of the crew to a god/demon/beyonder. Rafenas is present is and has an opportunity to assist Wick, but does not. Wick is tied to a rock and left to die. In desperation he calls to various deities, many of the ones his people would be familiar with and would worship. All of them are silent. There is a storm raging. Through a momentary break in the storm, the clouds part and Wick looks up to see the moon and the stars. He calls out to Selune. She answers. She comes to him and makes him her living embodiment of Guidance Through the Storm. And as the light that guides through the darkness and through the storm, she has some power over that storm. As her cleric, she gives him power of that domain.

Wick eventually comes on board The Horizon's Kiss as uses becomes the Navigator.

Connection to Tusker Through his connections as Selune's cleric, Wick learns of a lycanthrope being held prisoner. He convinces the crew of the Horizon's Kiss to help him rescue the poor soul. They save, release, and cure (?) Tusker, who comes on board as another member of the crew.

Traits

Human Traits

  • Ability Scores each increase by 1.
  • 2 Languages spoken: Common, Illuskan

Cleric Traits

  • Skills:History, Religion
  • Spellcasting: Spell Save DC: 15 • Spell Attack Bonus: +7
  • Spells Prepared: 10 (Wisdom modifier + cleric level) + Divine Domain spells (always prepared) from among the following spells
    • Cantrips: (4) Light, Resistance, Sacred Flame, Spare the Dying
    • 1st Level: Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Fog Cloud, Guiding Bolt, Healing Word, Protection From Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith, Thunderwave
    • 2nd Level: Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Gust of Wind, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Shatter, Silence, Spiritual Weapon, Warding Bond, Zone of Truth
    • 3rd Level: Animate Dead, Beacon of Hope, Bestow Curse, Call Lightning, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Magic Circle, Mass Healing Word, Meld Into Stone, Protection From Energy, Remove Curse, Revivify, Sending, Sleet Storm, Speak with Dead, Spirit Guardians, Tongues, Water Walk
  • Channel Divinity - 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. Beginning at 6th level, you can use your Channel Divinity twice between rests. When you finish a short or Long Rest, you regain your expended uses.

  • Destroy Undead:

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below 1/2

  • Ability Score Increase:

Wisdom +2 at 4th Level

Tempest Domain

  • Proficiency with martial weapons and heavy armor
  • At each indicated cleric level, the listed spells are gained:
    • 1st level: - fog cloud, thunderwave
    • 3rd level: - gust of wind, shatter
    • 5th level: - call lightning, sleet storm
    • 7th level: - control water, ice storm
    • 9th level: - destructive wave, insect plague
  • Wrath of the Storm:

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:

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. Beginning at 6th level, you can use your Channel Divinity twice between rests. When you finish a short or Long Rest, you regain your expended uses.

  • Thunderbolt Strike:

When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Marine Veteran Background

War at sea was both your life and your bread and butter for a long while. You learned not only how to sail the ship, but to protect it with blood and steel. With your brothers-at-arms you learned the better points of coastal raids, boarding ships, and repelling boarders from your own.

  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: Navigator's tools, Vehicles (water)
  • Language: Alzhedo
  • Feature - Marks of Service: Tattoo marking military service with the Navy/Marines of the Purple Rocks. You have marks of service from your time as a marine. Most commoners will easily yield to your polite (and even not so polite) requests. They may even buy you drinks if they know of your deeds and respect them. On the other side of that coin, you also have enemies who will look for opportunities to get back at you or kick you when you are down. Marines give respect to former members of their service, but not so far as to endanger their own mission. Former marines can always get meals and a bedroll in the common room, provided they are willing to train recruits while they stay and that their stay won't be less than 8 weeks.

Resources

  • Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • Coat of Protection: +1 to AC and saving throws while you wear this coat

Equipment

Carried Equipment

  • In Hand: Battleaxe, shield
  • Worn: Chain shirt, common clothes, coat of protection
  • Belt: Dice set, pouch, navigator's tools
  • Backpack: Bedroll. fishing tackle, silk rope (50 feet)

Stored Equipment

  • Fine clothes

Lifestyle

  • xxx: (x gp/day). x


Important Individuals

  • x