Aldric Dawnmantle
Level 7 Cleric / War DomainInitiative
+0
Armor Class
11
Speed
30 ft.
Prof. Bonus
+3
Ability Scores
Senses
Proficiencies
Gaming Set, Land Vehicle
Saving Throws
Skills
Hit Points
Resources
Spells & Spell Slots
Cantrips
| Name | School | Cast Time | Range | Duration |
|---|---|---|---|---|
| Guidance C | Divination | 1 action | Touch | Concentration, up to 1 minute |
| Sacred Flame | Evocation | 1 action | 60 feet | Instantaneous |
| Spare the Dying | Necromancy | 1 action | Touch | Instantaneous |
| Thaumaturgy | Transmutation | 1 action | 30 feet | Up to 1 minute |
Level 1
| Name | School | Cast Time | Range | Duration |
|---|---|---|---|---|
| Bless C | Enchantment | 1 action | 30 feet | Concentration, up to 1 minute |
| Healing Word | Abjuration | 1 bonus action | 60 feet | Instantaneous |
| Guiding Bolt | Evocation | 1 action | 120 feet | 1 round |
| Shield of Faith C | Abjuration | 1 bonus action | 60 feet | Concentration, up to 10 minutes |
| Sanctuary | Abjuration | 1 bonus action | 30 feet | 1 minute |
| Purify Food and Drink R | Transmutation | 1 action | 10 feet | Instantaneous |
| Protection from Evil and Good C | Abjuration | 1 action | Touch | Concentration up to 10 minutes |
| Detect Poison and Disease R C | Divination | 1 action | Self | Concentration, up to 10 minutes |
| Bane C | Enchantment | 1 action | 30 feet | Concentration, up to 1 minute |
| Command | Enchantment | 1 action | 60 feet | 1 round |
| Create or Destroy Water | Transmutation | 1 action | 30 feet | Instantaneous |
| Cure Wounds | Abjuration | 1 action | Touch | Instantaneous |
Attacks
| Name | Hit | Damage | Type | Notes |
|---|---|---|---|---|
| Light Crossbow | +0 | 1d8 | Piercing | Loading, Two-Handed, Mastery: Slow |
| Mace | +3 | 1d6+3 | Bludgeoning | Mastery: Sap |
| Unarmed Strike | +6 | 1+3 | Bludgeoning | Proficient |
Features & Traits
Gain 1 Skill and 1 Feat
Gain access and help from Military Outposts from the same Country
You can cast Cleric spells using Wisdom as your spellcasting ability.
Choose a Divine Order that grants you an additional benefit.
You gain the ability to channel divine energy, fueling magical effects. You start with Turn Undead.
When you use Turn Undead, you can also deal radiant damage to undead that fail their save.
When you take the Attack action, you can make one weapon attack as a bonus action. You can use this a number of times equal to your Wisdom modifier per long rest.
Channel Divinity: When you make an attack roll, you can add +10 to the roll. You make this choice after seeing the roll but before the DM says if it hits.
You gain a feature from your subclass.
Channel Divinity: When an ally within 30 feet makes an attack roll, you can use your reaction to grant +10 to the roll.
Your divine power infuses your strikes or cantrips with extra radiant damage.
Feats
+5 Initiative; Cannot be Surprised while Conscious; Hidden creatures cannot attack with advantage
Equipment & Currency
GP
29300
| Item | Qty | Location |
|---|---|---|
| Light Crossbow Equipped | 1 | carrying |
| Mace Equipped | 1 | carrying |
| Leather Armor Equipped | 1 | carrying |
Backstory & Personality
I speak in the cadence of battlefield prayers, even in casual conversation.
Duty. The gods may falter, but mortals must not.
I will protect the faithful of Tantras, even if the gods themselves cannot.
I refuse to accept that any god I worship could be wrong or cruel.
Aldric served as a temple guardian of Torm in Tantras when the Godswar began and the heavens fell silent. He witnessed his god walk the mortal realm in avatar form and swore to defend the faithful even as divine magic flickered and failed. When dead magic zones spread across the Heartlands, Aldric took up his mace and marched into the chaos. He has seen gods die in city streets and knows that mortal courage is the only constant in a world turned upside down.