Luthor Stormcaller,
Cleric of Valkur 3
[sblock=Attributes rolled]
Abilities: 4D6.HIGH(3) = [2, 4, 4, 5] = 13
4D6.HIGH(3) = [1, 5, 4, 5] = 14
4D6.HIGH(3) = [5, 6, 2, 1] = 13
4D6.HIGH(3) = [4, 1, 4, 2] = 10
4D6.HIGH(3) = [5, 6, 6, 6] = 18
4D6.HIGH(3) = [1, 6, 2, 1] = 9
[/sblock]
STR 13 +1 (+2)
DEX 13 +1 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 18 (+4)
CHA 9 (-1)
Feats:
Bonus: Magic initiate (druid): Shillelagh, Druidcraft && Faerie Fire
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Human)
Init: +2
Passive Perception: 14
DEFENSES
AC: 18 (14 chain , +2 Dex +2 shield)
HP: 24 (8 +2 Con) +7/lvl
Saves: Wisdom, Charisma
Extra skill (Perception)
Extra language (Primordial (Aquan) )
3 cantrips
4 1st level spells
2 2nd level spells
OFFENSE
Speed: 30ft
Melee:
Staff +4 / 1d6 +2 (versatile)
Club +4 / 1d6 +2
Shillelagh +6 / 1d8 +4
CLERIC
Proficiencies:
Armor: Light armor, medium armor, shields Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: History, Religion
City Watch
Insight, Investigation
2 languages (sea elves, one unknown)
Proficient in: Insight (City Watch), Investigation (City Watch), History (Cleric), Religion(Cleric), Perception (Human)
Skill | Attrib | Mod | Prof | Total |
Acrobatics | DEX | +2 | | +2 |
Animal Handling | WIS | +4 | | +4 |
Arcana | INT | | | 0 |
Athletics | STR | +2 | | +2 |
Deception | CHA | -1 | | -1 |
History | INT | 0 | +2 | +2 |
Insight | WIS | +4 | +2 | +6 |
Intimidation | CHA | -1 | 0 | -1 |
Investigation | INT | +0 | +2 | +2 |
Medicine | WIS | +4 | | +4 |
Nature | INT | +0 | | +0 |
Perception | WIS | +4 | +2 | +6 |
Performance | CHA | -1 | | -1 |
Persuasion | CHA | -1 | | -1 |
Religion | INT | +0 | +2 | +2 |
Sleight of Hand | DEX | +2 | | +2 |
Stealth | DEX | +2 | | +2 |
Survival | WIS | +4 | | +4 |
[sblock=Spells]
0: Druidcraft, Shillelagh, Sacred Flame, Guidance, Mending
1: Faerie Fire, Bless, Command, Guiding Bolt, Healing Word
(for exploration of the haunted manor, prepared Detect magic instead of command)
2: Hold Person, Prayer of Healing, Spiritual Weapon
[/sblock]
[sblock=Equipment]
You start with the following equipment, in addition to the equipment granted by your background:
Cutlass (warhammer)
Club
Net
Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.
any simple weapon (club)
a priest's pack
A shield and a holy symbol
Trinket:
A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking
[/sblock]
[sblock=Tempest Domain Spells]
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague
[/sblock]
[sblock=Wrath of the 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
[/sblock]
[sblock=Channel Divinity]
Turn Undead:
Action: 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. It also can’t take reactions. 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.
Destructive Wrath:
When you roll lightning or thunder damage, deal maximum damage, instead of rolling.
[/sblock]
[sblock=HISTORY]
Once upon a time there was a fishing village. Fairly prosperous, happy outgoing people that enjoyed simple life. Living of the sea, not above occasional raid of their neighboors, but all in all, fishing village. There was a storm one night, storm of storms that came at the village from the mountains, announced by refugees from other villages deeper inside the land. Thinking quickly, the elders put everyone on ships and they set off as far and as fast as they could. The storm chased them across the ocean carrying the ships faster and further away. When even experienced fishermen among the populace started to loose hope, they ran into small archipelago. The current generated by the storm ran them between the islands and the storm broke over small mountains on the first line of islands. Thanking their gods, the people found suitable cove and surveyed their surroundings. Exhausted from the night on the edge, they rested for a day, only later looking behind them for any lost ships, people or items. What they found was amazing. They hauled all the goods the storm carried with it, veritable treasure trove from the land of their origin. There were barrels of salted fish, of wine and beer, entangled nets filled with tools, fish, occasional dead body of animals and men, sharks already circling hungrily under them.
Thus, the tradition of chasing storms started along with new life on the archipelago. It was safe haven, far enough from the land to be safe from land based bandits, small enough not to attract pirate fleets and yet close enough for occasional trading trip to the mainland. As the storm season began in earnest, people built themselves shelters, partly within natural caves, partly outside from wood brought by the storm or chopped from native woods. As storms passed over the archipelago, people ran into their boats and followed the storm, taking what it left behind and running away if it turned toward them. Over generations, new kind of fishermen (and women) emerged, those who could sense weather patterns, those who knew the shifts of nature and wiles of Umberlee. These people, druids, clerics and sorcerers all, were known together as Stormcallers.
Luthor was born on one such ship, his mother stormcaller on the ship, she and her apprentice only females on the ship. As the babe was born, the storm turned directly toward the ship. With their stormcaller incapacitated, the apprentice did what she could, but the storm was faster. Finally, in the act of desperation, they lowered the child into small dinghi in hopes of stopping the storm. The storm stopped over the boy as the ship made its escape. A day later, dinghi was found bumping gently into the ship, the babe naked with ash of its cover still over it and having obvious sign of a lighting strike. As it cried, St.Elmos fire appeared on the mast and thunder was heard from the clear sky. Shaken, the apprentice took the baby and the ship returned to its home port, empty handed and terrified.
The boy grew strong, fast and hardy, spending more time on ships than on land. Even going so far to stow away when his mother tried to leave him ashore. Trouble was, he was untrained, he could feel the storm, but more often than not, he would call it toward himself instead of following or correnting its path. But he learned fast, his innate sense of the sea, of right patterns and wrong turns guided by Stormcallers, both on land and ship. But for the teenage boy, it was all to long, he yearned to be among the waves, to feel the freedom of the open sea without the need to guard the crew.
Thus, on one stormy night he took sturdy boat, extra rope, sails and net and went directly into the storm. He traveled with it whole night, unwittingly repeating the story of his ancestors. Except he went ever further from their original land. The boat leaking water and floundering, the boy at the end of his endurance were found by people living off the sea in unknown land. They had a discussion of Umberlees will, if the boy was blessing or a curse. Should he be spared as a child of the sea or sacrificed to the Bitch Queen.
Finally, the voice of the lone priest, Sinclair of Valkur, a visitor (shipewrecked) to the village prevailed and he took the boy with him. The boy lived there for a year, learned their language and learned that they are the last of the villages that dotted this shores. He talked about the land on the other side of the sea. But he couldn't know exactly where it was since the storm that brought him here hid any sign of stars or direction. Finally, the priest decided he had to see for himself. They equipped his own boat and waited for the storm going out. Divinations lead them to start their travel at Shattering, high holiday of Valkur in early spring. After long, gruelling month at the sea they found new land in which people spoke the same language as the boy. But who never heard of Stormcallers. They needed time to recuperate, resources to repair the boat to start going up and down the shore to look for people who knew something of Luthors people.
Soon, old priest helped local navy, fishermen, guards and merchants with his expertise which left Luthor again alone, foreigner in the strange land. To pass the time, he followed Sinclair, the priest on his duties. As he grew into man, Luthor joined City Watch and soon he was investigating various crime scenes. He trained with The Guard, but felt the call of the sea. The year passed and Sinclair fell into bed, old age finally catching up with old captain. At his death bed he gave Luthor an empty book and told him to study it as he could. At appropriate time it would write his destiny, but only if he returns to the land beyond the sea.
Thus, when the expedition was announced, he was one of those who volunteered to go, to bring word of Order and Valkur to the lands beyond.
[/sblock]
[sblock=VALKUR DOGMA]There is nothing more invigorating than challenging the elements. The feel of wind and spray on one's face and the deck pitching beneath one's feet is the greatest feeling in the world. If humankind is to expand its reach, daring men and women must defy the odds and dare the impossible. The thrill of exploration is sweeter than wine or rum. There is always risk, but without risk life is empty. Life is to be lived and damn the consequences. One's loyalties are first to one's mates, then to one's ship, and then to Valkur, who protects all sailors. Rely not on Valkur's hand to always extract you from difficulties, for such is coddling and leads to a lack of challenge and the room to grow. Rather, Valkur helps those actively solving their own problems by helping their plans work.
[/sblock]