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>Dunstan Highhammer
>Iolas Haemar
>Ireena Kolyana
>Lowna Kronnsdaughter
>Thorndyke Underwood
>Ulf Elkhardt
>Urgoth Thickbones

^Characters

>Sandcat RPG stuff >Curse of Strahd 2017 >Characters >Dunstan Highhammer

Dunstan Highhammer
Class
Cleric
Race
Human
Level
7
Gender
Male
Alignment
Lawful Good
Age
50
Background
Soldier
Height
1.90 m
Weight
kg
Archetype
War Domain
Hair
Grey
Eye
STR
DEX
CON
INT
WIS
CHA
14
10
14
10
18
10
+2
+0
+2
+0
+4
+0
Saving Throws
+3
+1
+3
+1
+8
+4
AC
19
Initiative
+0
Speed
30
Hit Dice
7d8
Proficiency
+3
Passive Perc.
17
Hit Points
TEMPORARY
CURRENT
MAXIMUM
52
Inspiration
 
XP
2700
Skills
0: Acrobatics (Dex)
+4: Animal Handl. (Wis)
0: Arcana (Int)
+5: Athletics (Str)
0: Deception (Cha)
0: History (Int)
+7: Insight (Wis)
+3: Intimidation (Cha)
0: Investigation (Int)
+7: Medicine (Wis)
0: Nature (Int)
+7: Perception (Wis)
0: Performance (Cha)
0: Persuasion (Cha)
0: Religion (Int)
0: Sleight of Hand (Dex)
0: Stealth (Dex)
+4: Survival (Wis)
Background
Specialty: Infantry
Personality Traits: I'm tough on new people so they don't get killed.
Ideals: I do what I must
Bonds: I would still lay down my life for the people I served with.
Flaws: I have little respect for anyone who is not a proven warrior.
Feats
War Caster:
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Equipment
GP: 217.89
Silvered long sword
Light crossbow + bolts (1d8 dmg), Warhammer (1d8 dmg), Chain mail (AC 16), Shield (+2 AC)
Bits of animating armor, pouch, clothes common, dice set, insignia of rank, trophy from fallen enemy
Emblem
Explorer's pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope)
Empty book, Edelsteen (50 gp), fancy eye patch
Ketting met Kyril (van weerwolf), Holy Symbol Morning Lord (250gp), Electrum coins with Strahd's face, 5 gemstones from dungeon Strahd, 5 stakes
2 small flasks of poison
Features & Traits
Armor Proficiencies:
Heavy armor, Light armor, medium armor, shields
Weapon Proficiencies:
Martial weapons, Simple weapons
Tool Proficiencies:
Dice set, Land Vehicles
Languages:
Common, Dwarvish
Background Feature (Soldier):
Military Rank: Where recognized, your previous rank provides influence among military.
War Domain
Bonus Proficiency:
At 1st level, you gain proficiency with martial weapons and heavy armor
War Domain spells:
Cleric level 1: divine favor, shield of faith
Cleric level 3: magic weapon, spiritual weapon
Cleric level 5: crusader’s mantle, spirit guardians
Cleric level 7: freedom of movement, stoneskin
Cleric level 9: flame strike, hold monster
War Priest:
When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 4 times. You regain all expended uses when you finish a long rest.
Channel Divinity
You can use your Channel Divinity twice per short/long rest.
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 cant willingly move to a space within 30 feet of you. It also cant 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 theres nowhere to move, the creature can use the Dodge action.
Destroy Undead: When an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed.
Channel Divinity: Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Channel Divinity: War God's Blessing When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Death saves
Successes:
 
 
 
Failures:
 
 
 
Woodcutter's axe (Melee Attack)
ATTACK
+5
DAMAGE
1d8+4
TYPE
Slash
RANGE
5 feet
+1d8 vs plants
Mace of Disruption (Melee Attack)
ATTACK
+5
DAMAGE
1d6+4
TYPE
Bludg
RANGE
5 feet
+2d6 radiant vs fiends & undead
Word of Radiance (Cantrip)
ATTACK
Con 15
DAMAGE
2d6
TYPE
Radia
RANGE
5 ft
all creatures you can see within 5 ft
Sacred Flame (Cantrip)
ATTACK
Dex 15
DAMAGE
2d8
TYPE
Radia
RANGE
60 feet
* target gains no benefit from cover for this saving throw.
Magic Items
Scroll of Bless, Mass Cure Wounds, Revivify
Mace of disruption
Woodcutter's axe
Holy Symbol of Ravenkind
Potion of Heroism (1 hour: 10 temp hp + effects of bless)
Potion of Invulnerability (1 min: resistance to all damage)
Mace of disruption:
Fiend or undead +2d6 radiant on hit. If target <= 25 HP or fewer after this damage, DC 15 Wis save or be destroyed. On success, target becomes Frightened of you until end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Holy Symbol of Ravenkind:
10 charges. Regains 1d6+4 charges at dawn. 1 charge: Action. Vampires and vampire spawn <= 30 ft DC 15 Wis save or paralyzed for 1 min. Retry save each turn. 3 charges: Undead have disadvantage on Turn Undead saving throw. 5 charges: Action. 10mins: Sunlight in 30ft radius, dim light additional 30 ft.

Cleric Spells

Spells Prepared
11
Spellcasting Ability
Wisdom
Spell Save DC
15
Spell Attack Bonus
+7
Level 0 (∞ slots) School Cast time Range Comp. Duration Description
Guidance div action Touch V,S C: 1 min one willing target can roll a d4 and add the number rolled to one ability check of its choice (roll before or after making the ability check)
Light evoc action Touch V,M 1 hour bright light in a 20-foot radius and dim light for an additional 20 feet.
Sacred Flame evoc action 60 feet V,S Instant Dex save. Hit: 2d8 radiant dmg. target gains no benefit from cover.
Word of Radiance evoc action 5 ft V,M Instant Each chosen creature you can see within range must make Con save. On failure: 2d6 radiant. 11th lvl: 3d6
Level 1 (4 slots) School Cast time Range Comp. Duration Description
Bane ench action 30 feet V,S,M C: 1 min 3 creatures make charisma saving throws. When target that fails makes an attack roll or saving throw, roll a d4 and subtract the number
Bless ench action 30 feet V,S,M C: 1 min Bless up to three creatures. Targets add d4 to attack roll and saving throws.
Command ench action 60 feet V 1 round One-word command to creature/spelllvl. Targets make wis saving throw or follow command on next turn.
Create or Destroy Water trans action 30 ft V,S,M Instant Create 10 gallons clean water in container or rain in 30-foot cube. Alternatively, destroy up to 10 gallons of water in open container or destroy fog in 30-foot cube within range. +1 slotlevel: +10 gallons of water or +5 ft cube.
Cure Wounds evoc action Touch V,S Instant Touch creature to heal 1d8/spelllevel + 4
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor evoc 1 b.a. Self V,S C: 1 min Your weapon attacks + 1d4 radiant
Guiding Bolt evoc 1 action 120 ft V,S 1 round Ranged spell attack to damage creature for 4d6 radiant. Any next attack roll until end of next turn against target has advantage. +1 slotlevel: +1d6
Healing Word evoc 1 b.a. 60 ft V Instant Heal target 1d4 / spelllevel + 4
Inflict Wounds
Protection from Evil and Good evoc 1 action Touch V,S,M C: 10 min Protect 1 creature against aberrations, celestials, elementals, fey, fiends, undead. These enemies have disadvantage; can't charm/frighten/possess.
Purify Food and Drink
Sanctuary
Shield of Faith abju 1 b.a. 60 ft V,S,M C: 10 min Target gets +2 AC
Level 2 (3 slots) School Cast time Range Comp. Duration Description
Aid abju 1 action 30 ft V,S,M 8 hours Up to 3 creatures: +5/(spelllevel - 1) max hp + current hp
Augury
Blindness/Deafness necro action 30 ft V 1 min Creature blinded or deafened for failed Con Save. Retry save end of target's turn. +1 creature for spell level >2nd
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration abju action Touch V,S Instant End disease, blinded, deafened, paralyzed, or poisoned on one creature.
Locate Object div action Self VSM C:10min Sense direction 1 familiar object within 1000ft or locate it within 30ft
Magic Weapon trans 1 b.a. Touch V,S C: 1 hr Nonmagical weapon becomes a mgic weapon, +1 atk, +1 dmg
Prayer of Healing evoc 10 min 30 ft V Inst Up to 6 creatures healed 2d8+ wis. +1d8 for spellevels > 2nd
Protection from Poison
Silence R illu action 120 ft V,S Instant No sound can be created within or pass through a 20-foot-radius sphere centered on target point. Creatures in sphere immune to thunder damage. Verbal components are impossible there.
Spiritual Weapon evoc 1 b.a. 1 min V,S 1 min Create floating spectral weapon. Each turn spend b.a. to move weapon 20ft and make melee spell attack (1d8+wis) against creature within 5 ft. +1d8 per 2 slot levels > 2nd
Warding Bond
Zone of Truth
Level 3 (3 slots) School Cast time Range Comp. Duration Description
Animate Dead necro 1 min 10ft VSM Inst From medium corpse creates skeleton or zombie servant that accepts simple directions +1 slotlvl: Two more undead
Beacon of Hope abju action 30ft VS C:1 hr Targets in range get advantage on WIS and death saving throws; heal spells heal max.
Bestow Curse necro action touch VS C:1 min Curse 1 creature if WIS save fails. See Sourcebook.
Clairvoyance divi 10mins 1 mile VSM C:10 min 100gp: Create sensor in area you can see or hear through.
Create Food and Water conj action 30ft VS Inst Create 45 lbs. of bland, nourishing food for 24 hours and 30 gallons of water.
Crusader's Mantle evoc action self V C:1 min Nonhostiles in aura of 30ft radius deal an extra 1d4 radiant DAM.
Daylight evoc action 60ft VS 1hr Creates bright light in 60 ft radius sphere. Dispels darkness spells <= 3rd level it overlaps with.
Dispel Magic abju action 120ft VS Inst End spell <= slot level. For > slot level, casting ability check DC=10+spell level.
Feign Death R necro action touch VSM 1hr 1 willing Creature appears dead. Resists all non-psychic DMG. Disease/poison delayed.
Glyph of Warding abju 1 hour touch VSM trig Create a magical trap. See Sourcebook.
Magic Circle abju 1 min 10 ft VSM 1hr Hinder one creature type within 10 ft rad 20 ft high cylinder. See Sourcebook. +1 slotlvl: Duration increases 1 hour.
Mass Healing Word evoc 1 b.a. 60ft V Inst <= 6 creatures HEAL 1d4 + casting ability modifier. No effect on undead/constructs. +1 slotlvl: HEAL extra 1d4.
Meld into Stone R tran action touch VS 8hrs Meld into stone walls or large stone objects. See Sourcebook.
Protection from Energy abju action touch VS C: 1hr Creature gains resistance to one of: acid, cold, fire, lightning, or thunder.
Remove Curse abju action touch VS Inst Remove curse from creature or break object's curse attunement to any target.
Revivify conj action touch VSM Inst (300 gp)Raise creature that died within 1 min to 1 HP. Doesn't restore missing parts.
Sending evoc action inf VSM 1 round Send <= 25 word message to known creature. Get similar reply.
Speak with Dead necro action 10ft VSM 10min Ask corpse <= 5 questions. Get brief, cryptic answers. Can be lies.
Spirit Guardians conj action self VSM C:10min 15 ft radius area around self: Enemy creature speed halved. on enter area: 3d8 radiant, WIS save half. +slotlvl: Extra 1d8 DAM.
Tongues divi action touch VM 1 hr Target creature understands any spoken language and is understood by everyone else.
Water Walk R tran action 30ft VSM 1 hr <=10 willing creatures walk on liquid, rise 60 ft. per round if under. Still take other damage.
Level 4 (1 slots) School Cast time Range Comp. Duration Description
Banishment abjur action 60 ft. VSM C:1min CHA save or Banish 1 target to another plane; native of other plane doesn't return after 1 min. +1 slotlevel One more creature
Control Water trans action 300 ft. VSM C:10mins PHB 227 Control water in 100 ft cube. See Sourcebook
Death Ward abjur action Touch VS 8hrs 1 use: 1 willing creature drops to 1 HP instead of 0 HP or negates instant kill effect.
Divination (R) divin action Self VSM inst (25 gp)Question about one event in next 7 days answered by phrase or omen.
Freedom of Movement abjur action Touch VSM 1hr 1 willing immune to difficult terrain,slow,paralyze,restrain. Spend 5ft to escape restrain.
Guardian of Faith conj action 30 ft. V 8hrs Create spectral guardian that attacks hostiles (20 radiant). Dex save half. Leaves after dealing 60 DAM.
Locate Creature divin action Self VSM inst Sense 1 creature familiar to you's direction within 1000 ft. or locate it within 30 ft.
Stone Shape trans action Touch VSM inst Reshape stone in 5ft. cube into any rough shape you wish.
Stoneskin abjur action Touch VSM C:1hr (100gp diamond dust)1 willing creature gains resistance to nonmagical bludgeoning, piercing, and slashing DMG.
 


Background story

Dunstan is a veteran of many wars and deemed a hero by some. He thinks of himself as someone we managed to not die. In his last war, he lost his eye to a rival after a blow to the head. He was forced to give up on soldiering and spent his wages on booze. He spent years working odd jobs and spending his money on ale, feeling sorry for himself.

It wasn't until he ran into the Gilded Healers who helped heal some of his wounds that he got his act somewhat back together. After the healing he went in a fever and in a fever dream he got a message that Torm would help hem improve his eyesight if he would take up the hammer for him. With a renewed purpose in life, he is now a cleric of Torm. Still a curmudgeon, but at least a curmudgeon with a mission


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