1 / 3
dwarf cleric for dungeons and dragons DND — image 1
1 / 3

dwarf cleric for dungeons and dragons DND

Order a print of this model

We calculate the final price from your selected file. You review and accept it before payment.

Saved on this device.

dwarf cleric for dungeons and dragons DND

Rating
4.5 / 5
Likes
123
Downloads
1,014
Makes
1
Views
2,356
Reviews
2

Updated at source:

Model information

License
Standard Digital File License

Dungeons & Dragons 5th Edition values and concepts, tailored to him:

Suggested Name: Borin Ironstone
Race: Hill Dwarf
Class: Cleric (Forge Mastery)
Level: 1 (You can adjust this based on your campaign)
Skill Values (Example, using the Standard Array method):

Strength: 14 (+2) - To wield that hammer and heavy armor.
Dexterity: 8 (-1)
Constitution: 15 (+1 racial = 16 (+3)) - Sturdy and durable!
Intelligence: 10 (+0)
Wisdom: 13 (+1 racial = 14 (+2)) - Your primary ability for cleric spells!
Charisma: 12 (+1)

Hill Dwarf Racial Traits:

Ability Score Increase: Your Constitution increases by 2 and your Wisdom increases by 1.
Speed: 25 ft. Your speed is not reduced by wearing heavy armor.
Darkvision: You can see in dim light up to 60 ft. as if it were bright light, and in darkness as if it were dim light.
Dwarven Resistance: You have advantage on saving throws against poison, and you have resistance to poison damage.
Dwarven Weapon Training: Proficiency with handaxes, battleaxes, light hammers, and warhammers.
Tool Proficiency: Choose one of the following proficiencies: brewer's tools, smith's tools, or mason's tools. (Suggestion: Smith's tools, consistent with Forging Proficiency.)
Dwarven Armor Training: Proficiency with light and medium armor.
Dwarven Toughness: Your maximum hit points increase by 1 per level. (At 1st Level, +1 HP).

Class Features (Cleric):

Hit Points: 8 (1d8 + Constitution modifier + Dwarven Toughness) at 1st Level. (8 + 3 + 1 = 12 HP).
Proficiencies:
Armor: Light armor, medium armor, shields, heavy armor (per Forging Proficiency).
Weapons: Simple weapons, warhammers (per Racial Trait).
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Medicine, Persuasion, or Religion. (Suggested: Medicine, Religion).
Spellcasting: You use Wisdom as your magical ability. Your spell save DC is 8 + your competence bonus + your Wisdom modifier. Your spell attack bonus is your proficiency bonus + your Wisdom modifier.
Prepare Spells: You can prepare a number of spells equal to your Cleric level + your Wisdom modifier.
Spell Slots: At 1st Level, you have two 1st-level spell slots.
Divine Focus: You can use a holy symbol as a spellcasting focus.

Forging Mastery Features (Cleric):

Additional Proficiencies: You gain proficiency with heavy armor and smithing tools.
Domain Spells (always prepared, do not count against your limit):
1st Level: Sanctuary, Command Magic Tool (Sacred Flame / Shield of Faith / Mending) - Note: "Command Magic Tool" is my interpretation of a "Mending"-type spell or cantrip that allows a forging cleric to manipulate metal objects with ease. The official spell is called Sanctuary and Shield of Faith. The Forge Mastery also grants Magic Tool (Mending) as a cantrip to some. I'm going to use the official ones:
Level 1: Sanctuary, Shield of Faith.
Blessing of the Forge: At Level 1, when you finish a long rest, you can touch a simple or martial metal weapon or armor. Until your next long rest, the item becomes a magic item, granting you a +1 bonus to attack and damage rolls (if it's a weapon) or a +1 bonus to AC (if it's armor).

Skills (with your example values):

Acrobatics (Dex): -1
Arcana (Int): +0
Athletics (Str): +2
Deception (Cha): +1
History (Int): +0
Insight (Wis): +2
Intimidation (Cha): +1
Medicine (Wis): +4 (Proficient)
Nature (Int): +0
Perception (Wis): +2
Performance (Cha): +1
Persuasion (Cha): +1
Religion (Int): +2 (Proficient)
Sleight of Hand (Dex): -1
Stealth (Dex): -1
Survival (Wis): +2

Spells (Suggestions for a Level 1 Cleric):

Cantrips (You Know 3):
Holy Flame (radiant damage)
Guidance (utility)
Mending (perfect for a forge cleric)
Prepared Spells (Level 1 + Wisdom modifier = 1 + 2 = 3 spells, plus domain spells):
Cure Wounds (healing)
Command (control/buff)
Flaming Smite (extra damage, as if your hammer were burning)

 

Starting Equipment:

A Warhammer (from your dwarven weapon training)
Mail (from your class proficiency and domain)
A shield
A holy symbol
A priest's pack
A pouch with 15 gp

Background (Suggested: Acolyte):

Skill Proficiencies: Insight, Religion.
Languages: Choose two additional languages (perhaps Dwarven and a language from an elemental plane, or Celestial).
Equipment: A holy symbol, a prayer book or prayer wheel, 5 incense sticks, vestments, a set of common clothes, and a pouch with 15 gp.
Trait: Refuge of the Faithful: You and your adventuring companions can expect free treatment at a temple of your faith or an allied deity, if you have a popular place to ask for their aid.

Suggested Personality Traits:

Personality: "I am a pillar of faith and resilience, and I do not hesitate to use my strength to protect what is sacred." or "My hammer is both a tool of creation and destruction, and I use it for the glory of my god."
Ideal: "Creation. Faith and hard work forge a better world." or "Protection. My duty is to protect the innocent and those who cannot protect themselves."
Bond: "My hammer was forged in the sacred fire of my deity, and I will never allow it to be dishonored." or "The safety of my clan/community is of utmost importance to me."
Flaw: "I am slow to trust outsiders and always suspicious of their motives." or "My devotion to my god is so strong that I am sometimes blind to other perspectives."

Tags