Derek (D’ruk) the White (Character)

Flashing Blade
World of Orlec
Created: Kelly Berger 6/2020 / Status: played 1-29-2022 one off with no Duncan and Alestra
Cleric 5th (started 3rd); half-orc; male; age: 30, right handed, green skin (white hands and face = symbol of frothing waves/white cap), short tusks, black hair, brown eyes > scars all over right hand and lower right arm; Derek comes out as “D’ruk” with tusks

Strength 15 [+2]

Intelligence 10

Wisdom 16 [+3]

Dexterity 10

Constitution 16 [+3]

Charisma 10

Sanity 10

Proficiency +3 @ 5th

FEAT: Metamagic Adept (2 sorc points + twinned spell [#=level]/quickened spell [2;as bonus]); 1 sorc point per 2 short rests.

SKILL: Religion (INT), Insight (WIS), History (INT), Perception (WIS), Athletics (STR)

ARMOR: All, Shields

WEAPONS: Simple, Martial

ABILITY: Wisdom, Charisma

LANGUAGES: Common (Dundarum), Feyloise

Divine Power

God: Lassio (tempest/cold/sea) / Divine Domain = Tempest / Channel Divinity [1; Short Rest] Turn Undead: 30′ Wisdom check or 1 minute move away + no Reactions; CR 1/2 or less = Death
Divine Intervention:
Divine: 8 prepared spells
Ritual Casting: You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spell save DC = 8 + Proficiency Bonus + Wisdom mod // Spell Attack modifier = Proficiency Bonus + Wisdom mod
GREATER HOLY SYMBOL = 1 chosen spell per spell level (not cantrip)/ +1 to DC, +1 Attack
Cantrip (4) Sacred Cold (like flame;d8/60′), Guidance, Thaumaturgy, Toll the Dead
1st (4) Guiding Bolt, Protection from Evil/Good, Thunderwave* (bludgeon/no sound), Fog Cloud*, Detect Magic (r), Sanctuary, Bless
> Chosen Spell: Guiding Bolt
2nd (3) Spiritual Weapon, Shatter* (13/24/48), Gust of Wind*, Hold Person
> Chosen Spell: Spiritual Weapon
3rd (2) Spirit Guardians
> Chosen Spell: Spirit Guardians, Call Lightning (cold)*, Sleet Storm*

Rebuke: Also at 1st level, you can bludgeoning 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;9/18/36 [cold or] bludgeon 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; =3). You regain all expended uses when you finish a long rest.

Channel Divinity (1) – When you roll cold or bludgeon damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Combat

HP: 5,5,5, 5, 5 = 15 + 15 = 40
AC: 15 (+1 Ring)
[Ring] 3 measures of Resilience
+3 PB, +2 STR = +5 Attack

Equipment

Greater Holy Symbol
Weapons: Maul (2d6; 9/14/26) – Blessed as holy symbol (waves carved into it, getting more violent towards top)
Armor: [Fitted] Ring Mail +1

Medium Heavy Shield (+2 AC/2 resilience)
War Hammer (versatile; d8;6/10/18)

History

Alignment: None
Idea: Replacement for half ork ranger Caramin in Orlec who left the party because they were not ‘good’
Code: Anarchist
This type of character likes to indulge himself in everything. He is the insurgent, con-man, gambler and high roller; the uncommitted freebooter seeking nothing more than self-gratification. This character will, at least, consider doing anything if the price is right. These people are intrigued by power, glory and wealth. Life has meaning, but his has the greatest meaning. Laws and rules infringe on personal freedom and were meant to be broken. An anarchist aligned person is always looking for the best deal, and will work with good, selfish or evil to get it; as long as he comes out of the situation on top. The anarchist is continually teetering between good and evil, rebelling, and bending the law to fit his needs.

Connection to new Party

Alestra’s character – i owe her, cannot argue. I must get along with the group for this one mission.