Barwiksan (Wick) Alumkal

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Wick Alumkal
Wick-Alumkal.jpg
Race: Human, 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, +1
Armor: Chain shirt, Coat of Protection, Shield
Weapons: Battleaxe
Traits
Feats
Combat
Attacks:
Armor Class: 18, Initiative: +2, Speed: 30 ft
Hit Points: 49, Hit Dice: 5d6
Social
Personality Traits:
Ideals:
Bonds:
Flaws:


A smooth sea never made a skillful sailor. - Proverb

Origin

Traits

Human Traits

Ability Scores each increase by 1. 2 Languages spoken (Common +1 tbd).

Class Traits

Skills: History, Religion

Spellcasting Cantrips: 1st Level - 3 4th Level - 4 10th Level - 5

Preparing and Casting Spells: Wisdom modifier (+4) + cleric level (6) = 10 (+Divine Domain spells)

Spellcasting Ability: Wisdom Spell Save DC (15) = 8 + Proficiency Bonus (+3) + Wisdom Modifier (+4) Spell Attack Modifier (+7) = Proficiency Bonus (+3) + Wisdom Modifier (+4)

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 a certain threshold, as shown on the table below.

Cleric Level CR 5th 1/2 8th 1 11th 2 14th 3 17th 4

Ability Score Increase Wisdom +2 at 4th Level

Specialty Traits

Tempest Domain At each indicated cleric level, the listed spells are gained:

1st - fog cloud, thunderwave 3rd - gust of wind, shatter 5th - call lightning, sleet storm 7th - control water, ice storm 9th - destructive wave, insect plague

Proficiency with martial weapons and heavy armor

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.


Background Traits

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Feats

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Resources

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

Magic Items

  • x

Equipment

Carried Equipment

  • In Hand: x
  • Worn: x
  • Belt: x
  • Backpack: x

Stored Equipment

  • x

Lifestyle

  • xxx: (x gp/day). x

Origin

  • x

Important Individuals

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