Jormun "Fucking Snake" Gandr

Description:

Phobic_Cleric_by_ShidoVicious.jpg

Level: Cleric 1.

Race: Human

Deity: Zehir. Divine domain: War. Alignment: Lawful evil.

HP: 9

Hit dice: d8

AC: 18

Initiative modifier: +2

Melee attack modifier (great axe): +3

STATS:

STR: 14 +2
DEX: 11 +0
CON: 13 +1
INT: 9 -1
WIS: 17 +3
CHA: 15 +2

Language: Common, Yuan-Ti, Under common

Size: Medium. Speed: 30 feet (-5 feet for armour).

Background: Thug

Skills: Athletics, Deception, Intimidation, Religion

Saving throw dc: 11

Saving Throws: Wisdom, Charisma

Trait – Bad Reputation
No matter where you go, people are afraid of you due to your connections to the dangerous criminal underworld or your history of violence. When you are in a place of civilization, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Bonus Proficiencies
You gain proficiency with martial weapons and with heavy armor and shields.

War Priest
Your god delivers bolts of inspiration to you while you are engaged in battle. Once on your turn, you can attack one extra time when you take the attack action. If you haven’t used your whole move for the turn, you can move between your attacks.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you complete a long rest.

EQUIPMENT:
Chain mail: AC 16

Shield: AC + 2

Great axe: D12

Bedroll, Backpack, Clothes, fine, Chalk, Grappling Hook, Manacles, Pole 10-foot, rope, hempen, sack, tent, shovel.

1 gp.

SPELLS:

CANTRIPS:

Spare the dying

Light

Thaumaturgy

LEVEL 1:

Cure wounds x 2. Heals 2d8 + 2 hp.

Bio:

Jormun "Fucking Snake" Gandr

Adventures in the Nentir Vale sanguinary00