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Ozun Lightdweller

Cleric (Tempest) 6 Class & Level
City Watch Background
Dwarf Race
Lawful Neutral Alignment

Strength 14
+2
Dexterity 6
-2
constitution 16
+3
intelligence 9
-1
wisdom 20
+5
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
-2 Dexterity
+3 Constitution
-1 Intelligence
+8 Wisdom
+4 Charisma
saving throws
-2 Acrobatics
+5 Animal Handling
-1 Arcana
+5 Athletics
+0 Deception
+3 History
+8 Insight
+0 Intimidation
-1 Investigation
+5 Medicine
-1 Nature
+5 Perception
+0 Performance
+3 Persuasion
-1 Religion
-2 Sleight of Hands
-2 Stealth
+5 Survival
skills

 
19
Armor Class
55
Hit Points
-2
Initiative
25
Speed
WeaponAttackDamageType
Warhammer 1d20+6 1d8+2 or 1d10+2 Bludgeoning
Light Crossbow 1d20+1 1d8-2 Piercing
Attacks
Equipment: All armor, all weapons, shield
Languages: Dwarvish, Common
Tools: Brewer's supplies

Proficiences
Spellcasting Ability is Wisdom, Spell Attack = 1d20+8 , Spell Save DC = 15. Cleric lvl + Wis Mod amount of Spells Prepared.
0th (4 known): Sacred Flame, Thaumaturgy, Light, Spare the Dying
1st (4 slots): Cure Wounds, Guiding Bolt, Shield of Faith, Fog Cloud, Thunderwave
2nd (3 slots): Blindness/Deafness, Hold Person, Spiritual Weapon, Zone of Truth, Gust of Wind, Shatter
3rd (3 slots): Dispel Magic, Revivify, Speak with the Dead, Call Lightning, Sleetstorm, Mass Healing Word
Spellcasting
Splint Armor
Warhammer
Light Crossbow
Shield
Priest/Explorer's Pack
Holy Symbol
Uniform in the style of your unit indicative of your rank
A horn with which to summon help
A set of manacles
A pouch containing 10 gp
Equipment
Observant Feat: Wis +1, Understand spoken languages, +5 passive Perception & Investigation.
Watcher's Eye:, easily find local watch outpost and dens of criminal activity.
Dwarven Resilience: You have Advantage on Saving Throws against Poison, and you have resistance against Poison damage.
Darkvision You can see in dim light within 60 ft. of you as if it were bright light, and in darkness as if it were dim light.
Stonecunning: Whenever you make a History check related to the origin of stonework, you add double your proficiency bonus to the check.
Personality Traits
Hill Dwarf, +1 HP per lvl, +1 Wis
Channel Divinity (2/Rest), Turn Undead, Destructive Wrath
Wrath of the Storm, as Reaction when hit within 5 ft. Melee Attack, Attacker makes Dex Save, fail => 2d8 lightning/thunder damage, Suc => 1/2 dmg
Thunderbolt Strike, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 ft. away from you
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Ozun's Abilities


Hit Points

Hit Dice: d8 per Ozun's Abilities level
Hit Points at first Level: 8+1(Hill Dwarf)+3(Con Mod.)
Hit Points at Higher Levels: 1d8+4

Proficiences

Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools: -
Saving Throws: Wisdom, Charisma
Skills: Class: History, Persuasion
Background (City Watch): Athletics, Insight
Languages
Race: Dwarvish, Common
Background: Gnomish, Auran
Observant Feat If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Overview & Creation

Ozun Lightdweller is a Cleric of Tempest.  

Channel Divinity

Ozun has two Channel Divinity options. All uses of the Channel Divinity Ability are restored upon a Short Rest.  

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. In addition, Undead of CR 1/2 or lower are instantly destroyed when they fail their Saving Throw.   Turned 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.  

Destructive Wrath

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.  

Domain Abilities

As a Cleric of Tempest you gain the following benefits:   Tempest Domain Spells Cleric Level - 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   Bonus Proficiencies You gain proficiency with Martial Weapons and Heavy Armor.  

Wrath of the Storm

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 Save, or half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom Modifier (=5) and regain all expended uses upon finishing a Long Rest.  
 


Class Features

Backstory

Early Life

Ozun is a surface-dweller dwarf not born to a renowned clan. As such he is called by the name of Lightdweller, an insult to dwarves dwelling on the surface and not being part of a clan. From his birth on, Ozun has faced many challenges and failed at a lot of them. Ozun is no natural winner as shown by his obesity, no genius as depicted by his little smarts and not very charismatic. What he lacks in smarts he makes up for in life-experience (represented by his high Wisdom). At the age of 14 he joined Mirabar's city watch.  

Watch's Life

During his years of 14-85, Ozun has patrolled the streets of Mirabar proudly and worked himself to the higher ranks of the city guard. His colleagues have always made fun of him, beside of his good friends X & Y, but the people in his district were mostly kind to him. After running with the city watch for 70 years, Ozun started to get fed up with all the insults he received. He decided to travel to the spine of the World seeking greatness. There he was struck by Lightning knocking him unconscious, the source of the Lightning remaining unknown to Ozun. When Ozun woke-up he felt within himself a temper of magical lightning. With his new powers Ozun took upon him the task to bring fame to his clan, a clan that would become famous among the dwarves of Mirabar.  

Personality

Ozun is an obese dwarf who has been bullied throughout his life. Even with all that has passed, Ozun manages to keep on a smile and always be polite and respectful to others. His ideal is to protect the weak and make his name renowned, so as to find a mighty dwarven clan of his own. He fights for those who cannot fight for themselves. Ozun is a real grudgebearer however and would rather eat his armor than admit when he's wrong.
 


Spellcasting

Ozun will generally start with a Concentration spell, such as Call Lightning (when offense against multiple foes is desired) or Shield of Faith (when Ozun will be in the front-lines). Next, he will either Blind a powerful foe, deal damage with his Call Lightning, or do a damaging Spell/cantrip. Each combat Ozun will do at least one-time a thunder/lightning based damage to activate his Channel Divinity (which deals the maximal damage of the spell. Best combo'ed with Call Lightning or Shatter). Keep in mind each time Ozun is hit with a melee attack within 5 ft. he damages the attacker. Below his possible Spells are sorted on circumstance when to use.   

Offensive Actions

Sacred Flame (0, Range = 60 ft., Dex Save, 2d8 radiant), Guiding Bolt (1, Range = 120 ft., Spell Attack, 4d6 radiant, +1d6), Shatter (2, Range = 60 ft., AOE r = 10 ft., 3d8 thunder], +1d8), Blindness/Deafness  

Concentration-Related

Shield of Faith (1,Bonus Action, +2 AC Call Lightning (3, AOE repeating 3d10 thunder/lightning Hold Person (1-2 targets, Range = 60 ft., Save repeated each turn Gust of Wind (AOE, ;   

Close-up AOE

Fog Cloud; Thunderwave  

Support

Cure Wounds, Dispel Magic

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Statblocks for your spells.

Level 0 Spells

Sacred Flame

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level (3d8), and 17th level (4d8).

Class(es): Cleric, Sorcerer (Divine Soul)

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 Minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Class(es): Cleric, Sorcerer (Divine Soul)

Light

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell

Class(es): Artificer, Bard, Cleric, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Celestial)

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Artificer, Cleric, Sorcerer (Divine Soul), Warlock (The Undying)

Level 1 Spells

Cure Wounds

1-level Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

Guiding Bolt

1-level Evocation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st

Class(es): Cleric, Sorcerer (Divine Soul), Warlock (The Celestial)

Shield of Faith

1-level Abjuration

Casting Time 1 Bonus Action
Range 60ft
Duration Concentration, Up to Ten Minutes
Components V, S, M
Materials a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Class(es): Cleric, Paladin, Sorcerer (Divine Soul)

Fog Cloud

1-level Conjuration

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Thunderwave

1-level Evocation

Casting Time 1 Action
Range Self (15ft cube)
Duration Instantaneous
Components V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Level 2 Spells

Hold Person

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a small straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Class(es): Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of the Four Elements), Paladin (Oath of Conquest), Paladin (Oath of Redemption), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

Spiritual Weapon

2-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration 1 Minute
Components V, S

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 Haefti is known for their Longsword and Yapo for her Saber) make this spell's effect resemble that weapon.

Class(es): Cleric, Paladin (Oath of Conquest), Sorcerer (Divine Soul), Warlock (The Raven Queen)

Zone of Truth

2-level Enchantment

Casting Time 1 Action
Range 60ft
Duration 10 Minutes
Components V, S

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.   An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)

Gust of Wind

2-level Evocation

Casting Time 1 Action
Range Self (60-foot line)
Duration up to 1 Minute
Components V, S, M
Materials a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.   Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Class(es): Druid, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Shatter

2-level Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S, M
Materials a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

Level 3 Spells

Dispel Magic

3-level Abjuration

Casting Time 1 Action
Range 120 ft.
Duration Instantaneous
Components V, S

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

Class(es): Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Revivify

3-level Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S, M
Materials Diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Class(es): Cleric, Paladin

Speak With Dead

3-level Necromancy

Casting Time 1 Action
Range 10 ft.
Duration 10 Minutes
Components V, S, M
Materials Burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.   Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Class(es): Bard, Cleric

Call Lightning

3-level Conjuration

Casting Time 1 Action
Range 120 ft.
Duration Concentration, 10 Minutes
Components V, S

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Class(es): Druid

Sleet Storm

3-level Conjuration

Casting Time 1 Action
Range 150 ft.
Duration Concentration, 1 Minute
Components V, S, M
Materials A pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.   The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Class(es): Druid, Sorcerer, Wizard

Mass Healing Word

3-level Evocation

Casting Time 1 Bonus Action
Range 60 ft
Duration Instantaneous
Components V

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Class(es): Cleric

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