Strength: 16 +3
Intelligence: 8 -1
Wisdom: 16: +3
Dexterity: 10
Constitution: 15 +2
Charisma: 8 -1
Sanity: 11
Essence =
Weapons: Simple; claws d4 slashing
Armor: light, medium, shields (not heavy)
Saves: Wisdom, Charisma
Skills: Insight, Religion, Survival, History, Medicine, Herbalism (instead of heavy armor)
AC: 17 (shell; no Dex) + shield = 19 / Health: 8,5 + 4 = 17
Spear (d6; +3 = 6/9/15), Shield, Holy Symbol, Explorer Pack, Herbalism Kit (10), Medical Kit (10)
In Shell: dagger, healing potion (50sp), blanket, 1 bandage
+5 mod/DC 13; 5 prepared; can ritualize spells
> enhanced healing (all healing spells) for 2 + spell level; Channel Divinity (Preserve Life: 1/rest 30′ cleric lvl x5hp divided)
Cantrips: 3 (Light, Guidance, Sacred Flame/d8 @60’)
1st: [3] Bless, Cure Wounds (d8/4+3+3), Shield of Faith (+2 @60’), Healing Word (d4+3+3 @60’), Prot. vs Evil/Good
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.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Desc: 2m (foot to shell tip), 75kg, eyes: yellow, handed: right, speed: 30’, hair: none, shell: yellow-green with blue-gray highlights, skin: yellow-green with dark gray accents. paints a red “+” on shell
Created 1/2023 as Cleric 1st to help with Athol and Arie learning TT RPG.
Background: Acolyte
Bortle is a refugee from a wizard’s summoning in which his family was caught up in magics from an insane power-mad (obviously) wizard. He grew up with his 2 brothers and 4 sisters in the Dechalia Tower’s city. His family was constantly sick, always exposed to illnesses that he never would have been on his home world. As the city around the the great tower of imprisonment was a confluence of continuums, his choice of gods was manifold. He chose the goddess Whelm.
His personality is dull and he is myopic in his approach to life: Healing. His needs are few, his identity is all about healing and alleviating suffering. He talks slow, he seems ‘simple’.
Originally, Neutral Evil; works with others – wants to spill blood for the glory of Whelm.