Daerrin Orcgutter    (Mountain Dwarf Male Cleric)
Character Information   
Name: Daerrin Orcgutter XP/Next lvl: 900 / 2700
Class: Cleric HP:curr/max 24 / 24
Alignment: Lawful Good AC:reg/rear/no shield 18 / 16 / 16
Race: Mountain Dwarf Level: 3
Age: Height: 4' 7
Weight: 210 lbs Gender: Male
Encumbrance: Movement: 25
Languages: Common, Dwarven
Ability Scores   
STR: +3 (17)
INT: 0 (11)
WIS: +3 (16)
DEX: -2 (7)
CON: +2 (15)
CHR: +1 (12)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: +5 WIS ; +3 CHA ; Adv. on saves vs. poison

Description and Background   
Description:
On the higher side of average height for a dwarf, Daerrin walks with a limp from his short time as a soldier. Moradin has made him keep the limp as a reminder to place the needs of others before himself. Daerrin has a copper colored beard and mustache and keeps a shaved head.

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Warhammer 1 / n n
Light Crossbow / n n
Equipment
Qty Item Location
1 Warhammer Carried
1 Light Crossbow Worn on back
20 Crossbow bolts Quiver
1 Quiver Belt
1 Chain Mail Armor worn
1 Steel Shield Carried
1 Priest's pack Worn
1 Holy Symbol Worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 35 0 0 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Skills
Athletics +5
Intimidation +3
Medicine +5
Religion +2
Cleric (Life Domain), level 3
◆ Spellcasting (Cleric 1, SRD 15) [3 cantrips known]
I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability
I can use a holy symbol as a spellcasting focus for my cleric spells
I can cast my prepared cleric spells as rituals if they have the ritual tag
◆ Bonus Proficiency (Life Domain 1, SRD 17)
I gain proficiency with heavy armor
◆ Disciple of Life (Life Domain 1, SRD 17)
Whenever a 1st-level or higher spell I cast restores HP to a creature, it heals more
The creature regains an additional 2 + spell level (SL) worth of hit points
Note that "X/SL" on the spell page means per spell slot level above the spell's normal level
◆ Channel Divinity (Cleric 2, SRD 16) [1× per short rest]
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
◆ Channel Divinity: Turn Undead (Cleric 2, SRD 16)
As an action, all undead within 30 ft that can see/hear me must make a Wisdom save
If an undead fails this save, it is turned for 1 minute or until it takes any damage
Turned: move away, never within 30 ft of me, no reactions or actions other than Dash
Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
◆ Channel Divinity: Preserve Life (Life Domain 2, SRD 17) [15 hit points]
As an action, I can heal any creature within 30 ft of me up to half their maximum HP
I divide the number of hit points among the creatures as I see fit