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Broggdar FireBeard

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Dargon Lonewolf
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Broggdar FireBeard

Post by Dargon Lonewolf »

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Updated 8/5/2021
Broggdar Firebeard
Gender: Male
Race: Dwarf
Class: Cleric
Level: 5th
Alignment: NG
Height: 5' 2”
Weight 155 lbs
HD 5 (5d8)
Hit Points: 55/55
XP: 7250 / 14000
Deity: Clanggaden Silverbeard
Holy Symbol: Crossed Silver Battle Axes

STR: 14 /+2
DEX: 12 /+1
CON: 14 /+2
INT: 10 /+0
WIS: 18 /+4
CHR: 12 /+1

AC: [Chain mail Armour AC 16 , Dex+1, Shield +2 = AC ] AC 19
Initiative: +1
Speed: 25'

Weapons:
Warhammer: +5 to hit, Dmg 1d8+2,(B), Versatile (1d10)
Dagger: (2) +5 to hit, Dam 1d4+2,(P), R(20/60) Finesse, Light, Thrown)
Hand ax: (2) +5 to hit, Dam 1d6+2(S), R(20/60) Light, Thrown
Battle Ax: +5 to Hit, Dam 1d8+2, (S), Versatile (1d10)
Light Crossbow: +4 to hit, Dmg 1D8+1, R(80/320) Ammo, Loading, Two Handed

Saving Throws:
STR +2
DEX +1
CON +2
INT +0
WIS +4 (prof.+3)
CHR +1 (prof.+3)
*Finesse: use dex bonus to hit and dmg for finesse wpns (+1)

Racial Traits:
-Constitution +2
-Speed= 25, No speed reduction for armor
-Darkvision- 60 feet
-Dwarven Resistance- Advantage on Saves vs Poison and poison damage
-Dwarven Combat Training -Proficient with Battle ax, Hand ax, Throwing hammer, and Warhammer
-Tool Proficient- Proficent with Smithing tools.
-Stonecunning - Intell (History check) add double prof bonus to check.
-Language: Speak, Read & Write Common and Dwarven

Sub Race Traits- Hill
- Wisdom Bonus +1
- Dwarven Toughness- +1 HP per level gained.

Class Features:
-Light and Medium Armor
-All Simple Weapons
-Saves Wisdom and Charisma
- Skills= Insight, Medicine
-Equipment= Warhammer, Chainmail, light crossbow with 20 bolts, Explorer's Pack, Shield & Holy Symbol.
- Spell Casting: Cantrips=4, First=4, Second=3, Third=2
-Ability Score Improvement @ 4th
- Destroy Undead (CR 1/2)

War Domain:
-Bonus Prof- Proficient with heavy armor and Martial Weapons
-War Domain Spells:
*1st- Divine Favor & Shield of Faith
*3rd- Magic Weapon & Spiritual Weapon
*5th- Crusader's Mantle & Spirit Guardian
7th- Freedom of Movement & Stoneskin
9th- Flame Strike & Hold Monster
-War Priest- Your god delivers divine bolts of inspiration during combat. When you use the Attack action, you can make one weapon attack as a bonus action. You can do this a number of times equal to your Wisdom Modifier. You regain all uses after a long rest.
- Channel Divinity: Guided Strike @ 2nd level you use your Channel Divinity to strike with supernatural accuracy. When you attack with Guided Strike you gain +10 bonus to the roll. Chose after roll but before DM states hit.

Background: Soldier
-Skills- Athletics & Intimidation
-Tools: Dragon Dice & Vehicle (Land)
-Equipment: Captains Bars, Orc forged Dagger, set of bone dice, set of common clothes, and belt pouch with 10 gold.
-Specialty: Heavy Infantry (Iron Foot)
-Military Rank feature- Military still recognizes your rank and standing.


Proficiencies: Proficiency Bonus: +3
Weapons: Battle ax, Hand ax, Throwing hammer, Warhammer, All Simple & Martial.
Armor: Light, Medium & Heavy
Skills: Athletics, Intimidation, Insight, & Medicine
Acrobatics +1 (Dex)
Animal Handling +4 (Wis)
Arcana +0 (Int)
Athletics +5 (Str+Prof)
Deception +1 (Cha)
History +0 (Int)
Insight +7 (Wis+Prof)
Intimidation +4 (Cha+Prof)
Investigation +0 (Int)
Medicine +7 (Wis+Prof)
Nature +0 (Int)
Perception +4 (Wis)
Performance +1 (Cha)
Persuasion +1 (Cha)
Religion +0 (Int)
Sleight of Hand +1 (Dex)
Stealth +1 (Dex)
Survival +4 (Wis)

Languages: Common, Dwarven

Head: Chainmail Coif []
Neck: Holy Symbol []
Held: Battle ax [4lbs]
Torso: Chainmail [55lbs]
Back: Hooded Blue Cloak []
Waist: Belt & 2 pouches []
Lt Hand: Shield [10lbs]
Rt Hand: []
Pouch #1: []
Pouch #2: []
Feet – Boots & 2 Drow Daggers [4]

Equipment Carried/Worn:
Chainmail [55lbs]
Long Sword [4] Back
Warhammer [2lbs] Belt
Battle Ax [4lbs] Back
Hand Ax x 2 [4lbs] Belt
Long Sword [3] Back
Light Crossbow w/ 20 bolts [6lbs] Hip

Explorer's Backpack [5lbs]
BedRoll [7lbs]
Mess Kit [1lb]
Tinderbox [1lb]
Crossbow Bolts (20) [1.5lbs]
Torches x 2 [2lbs]
Hooded Lantern [2lbs]
Flasks Lamp Oil x 8 [8lbs]
Ration x 10 Days [20lbs]
Load of Dark Rye Bread [1]
Quarter Wheel of cheese [1]
Dried meats & Sausages [8lbs]
Wineskin of Dwarven Whiskey [3]
Waterskin x 4 [5lbs]
Climber's Kit [3]
Grappling Hook [4]
Silk Rope-300 ft [10lbs]
Healing Bag with Potion of Healing and Antitoxin x2 = advantage on Saving Throws against Poison for 1 hour. [5]
Herbalism Kit [5]
Cream based makeup that covers dark skin with a much lighter skin tone,
Drow Dagger x2 [4]
Smithing Tools [5]
Mining Pick [5]
Quiver of 20 Arrows [2]
Father's Vintage Dwarven Smithing tools [4]
Holy Symbol- Crossed Silver Battle Axes [0]
Family Crest

Weight without pack: [160lbs]
Total weight carried: [91lbs]

Magic Items:
*Ring of Fire Resistance
*Forging Warhammer of Firebeard.
Attunement - Required
Unique - Rare - Weapon
+1 to Hit and Damage, Dmg 1d8,(B), Versatile (1d10)
-The Hammer can store up to 3 levels worth of Spells at a time.
-Any creature can Cast a Spell of 1st through 3rd Level into the Hammer by touching it as the spell is cast.
-The spell has no Effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended w/o effect.
-The level of the slot used to cast the spell determines how much space it uses.
-While holding the Hammer, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the Hammer is no longer stored in it, freeing up space.
-When Forging with the Hammer, you are able to release a spell into the forged item. Causing the forged item to be imbued with an effect.
-The spell released from the Hammer is no longer stored in it, freeing up space.
Spells Stored= Cure Wounds(1), Detect Magic(1), and Shield of Faith(1).


Current costs:

Total Money:
PP:
GP:247
EP:
SP:16
CP:5
Gems: Ruby=10gp

Personality traits:
Background: I'm always polite and respectful until time not to be.
Ideals: Greater Good- Our lot is to lay down our lives in defense of others.
Bonds: Those who fight beside me are those worth dying for.
Flaws: I have little respect for anyone who is not a proven warrior.

Magic Spells:
Known spells:
0= Light, Mending, Sacred Flame, & Spare the Dying
1st= Cure Wounds, Detect Magic, & Guiding Bolt
2nd= Enhance Ability, Hold Person, Protection from Poison, & Prayer of Healing
3rd= Create Food & Water, & Revivify

Spells Slots Available per Long Rest:
Casting Level 5th
Cantrips:4
1st Level Spells:4 / 4
2nd Level Spells:3 / 3
3rd Level Spells: 2 / 2

Domain Spells Available:
1st= Divine Favor & Shield of Faith
3rd= Magic Weapon & Spiritual Weapon
5th= Crusader's Mantle & Spiritual Guardian

Divine Favor
1st-level evocation, Casting Time: 1 bonus action, Range: Self, Components: V, S, Duration: Concentration, up to 1 minute. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Shield of Faith
1st-level abjuration, Casting Time: 1 bonus action, Range: 60 feet, Components: V, S, M (a small parchment with a bit of holy text written on it), Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Magic Weapon
2nd-level transmutation, Casting Time: 1 bonus action, Range: Touch, Components: V, S, Duration: Concentration, 1 hour.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a + 1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Spiritual Weapon
2nd-level evocation, Casting Time: 1 bonus action, Range: 60 feet, Components: V, S, 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 force damage equal to 1d8 + 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 2nd.

Crusader's Mantle
3rd-level evocation, Casting Time: 1 action, Range: Self, Components: V, Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra ld4 radiant damage when it hits with a weapon attack.

Spiritual Guardian
3rd-level conjuration, Casting Time: 1 action, Range: Self (15-foot radius), Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes.
You call forth spirits to protect you. They flit around you to a distance of 1 5 feet for the duration. If you are good
or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Appearance:
Not your average Dwarf. Broggdar is clean and well kept. Beard is always free of food and drink. Hair is always brushed and tied back. Armor is always clean and well oiled. Equipment is all well taken care of. A maticulous dwarf who takes care of himself and any who chose to walk his path. Never allowing a wrong to go unnoticed. He will always look out for the little guy and makes sure he helps those that can't help themselves. Has no room in his life for tyrany and will stamp it out any chance he gets.

Backstory:
Broggdar is a retired soldier who has returned home to find his father's smithy torn down and the homestead completely destroyed. Burnt to the ground. The only clue as to the goings on is a dull Orc dagger and the fact that there are no bodies left laying around. Broggdar gathered his gear, and his father's smithing hammer and set out to find what has happened to his father and mother. Searching out any clues that may be found in the near by cities and towns.
Last edited by Dargon Lonewolf on Tue Oct 12, 2021 7:34 am, edited 29 times in total.
User avatar
Nocturno
King
King
Posts: 8000
Joined: Wed Aug 26, 2015 9:04 am

Re: Broggdar FireBeard

Post by Nocturno »

Ah excellent, you found the forum and already posted your character sheet.

I'm going to let you keep track of most things. I will only point out mistakes or anything missed.
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