[center][img]https://i.imgur.com/FFKeAIn.jpg[/img] [h2]Durwood Webb[/h2][/center] [hider=Durwood] [b][url=http://www.myth-weavers.com/sheet.html#id=2635179]Durwood Webb[/url][/b] [i]Human Cleric (Forge) 3 [/i] [b]AC[/b] 19 [b]HP[/b] 24 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 14 (2) [b]Cha[/b] 9 (-1) [b]Attacks[/b] [b]Mace (Melee)[/b] +4 1d6+2 [b]Quarterstaff[/b] +4 1d6/1d8+2 [b]Shillelagh[/b] +5 1d8+3 +1 to all statistics. Versatile Skills - Proficiency with three skills or tools of choice. (Athletics, Perception, Leatherworker's Tools) Inner Strength - Humans are not the most powerful of race in the land, but they have a tenacity that astounds those who travel with them. A number of times per long rest equal to their proficiency modifier, a Human may expend a hit die and give themselves advantage on any D20 roll. Background Feature: Shelter of the Faithful[–] As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Feat: Magic Initiate (Druid) (Shillelagh, Thorn Whip, Longstrider) Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Blessing of the Forge At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finish a 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 can't willingly move to a space within 30 feet of you. It 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. Channel Divinity: Artisan's Blessing Starting at 2nd level, you can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. Channel Divinity: Harness Divine Power You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. [/hider] [hider=Backstory] The scion of a minor noble family, birthed with a caul and the seventh son, Durwood was born into Omens and Portents. On his fifth birthday, Durwood was sent to the Temple of the Two-Faced Gods. He spent two years being trained in the Selside Village Temple, when the first display that he may have a higher calling presented itself, when the cup he drank from parted ways with its handle, dousing Durwood with the red waters of life. Swiftly he was sent to Great Temple in Fenhall, to be tested, measured, and trained. Diligently, Durwood underwent the training necessary to become a Knight-Brother, a warrior-priest that channels the strength of the Gods themselves. He was trained to fight like a warrior, taught to read and write, tested on his knowledge of the past, and with every moment, reminded that he is but a servant of the people. That his strength is not for himself, but it is to carry out the will of Noffe. Be it blessing a forge, or destroying a fell-beast that rises to threaten the natural world. As he was returning from a mission to investigate and subdue a lesser creature, his brothers and he took refuge in the town of Knettishall, to rest before continuing their trek back to Fenhall. Durwood stopped by the smithy to bless the hearth and anvil, before working on the arms and armour of his brothers. As he worked, the coal in the furnace began to klink and pop, before suddenly a loud crack resounded through the smithy, ejecting a lump of coal, burning with a flame that flickered blue and green rolled to rest on the dirt floor near his bare foot. Brought out of his prayers to Noffe, Durwood examined the lump of coal for but a moment, when he heard a commotion outside in the town square. Stepping out, into the damp afternoon, he watched the rider dismount and make their announcement. A slight man, on a fast horse, with a remount in tow. Most of the townspeople seemed to take little heed of the messenger's words, and he would leave on another road, headed for another town or village in the area. As Durwood returned to his task, he stooped to examine the flickering flame of green and blue coming from the lump of coal as it sputtered and died. He returned to his task, repairing the weapons and armour of his brothers before he pocketed the cooled black fire stone. He would make his request to his superiors in Fenhall that he be a part of the audience. [/hider]