Warrior cleric in service to the storm god Valkur, patron deity of sailors. Works as a “Weather worker” using his connection to Valkur to quell storms to aid ships at sea. Stern and Steadfast, and though good natured, due to your intimidating appearance and powerful presence , you have trouble making friends.
Draconic Resistance. You have resistance to Psychic damage.
Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.
Equipment & Money
Chainmail:16AC + Shield:2AC | Longsword 1d8 (1D10 without shield) | Holy Symbol of Valkur
Proficient with all equipment.
Abilities & Actions
Passive Abilities
Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.
Psionic Mind
You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.
Channel Divinity: Restoration
Once per day you can call upon the powers of Valkur (no action required) to grant you a boon.
1: When dealing lightning or thunder damage to an enemy, make all damage rolls the max number.
2: Regain a Lv2 Spell slot.
Actions
Abilities that take require an action, bonus action or reaction.
Emerald Breath
Casting Time: 1 action | Range: Self (15-foot cone)
You summon the powers granted by your emerald draconic ancestry and spew emerald psionic flames in a 15 cone. Enemies must make a dex saving throw against a DC of 12: Taking 1D10 psychic damage, or half the roll on if they beat the DC.
Wrath of the Storm (4 times a day)
Also at 1st level, you can thunderously rebuke attackers. When a creature within melee range hits you, you can summon your storm powers to retaliate. They make a Dex Saving Throw, and and take 2d8 Lightning or Thunder damage. Half is they succeed.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Spellslots & Other Counters
Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.
Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.
Sacred Flame
Casting Time: 1 action | Range: 60 feet
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Guidance
Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 1 minute
Give 1 person an extra 1d4 to a skill check.
Resistance
Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 1 minute
Give 1 person an extra 1d4 to a saving throw.
Spells
Levelled spells. These consume spellslots of that level, unless stated otherwise.
Fog Cloud Lv1
Casting Time: 1 action | Range: 120 feet | Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured.
Thunderwave Lv1
Casting Time: 1 action | Range: Self (15-foot radius) | Duration: Instantaneous
You emit a booming noise and shockwave from within spread 15 in every direction. Creatures must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. Objects get thrown away too.
Gust of Wind Lvl1
Casting Time: 1 action |Range: Self (60-foot line) | Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
Protection from Good and Evil Lv1
Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected (half damage) against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Healing Word Lv1
Casting Time: 1 bonus action | Range: 60 feet
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. or 2d4+4 with a lv2 slot.
Bless Lv1
Casting Time: 1 action | Range: 30 feet | | Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. They get an extra 1d4 to attack rolls and saving throws.
Spiritual Weapon Lv2
Casting Time: 1 bonus action | Range: 60 feet | Duration: 1 minute
You create a floating, spectral weapon (anything you like) within range that lasts for the duration.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. D20+5 to hit. On a hit, t1d8 + 4 Force Damage.
As a bonus action on your turn, you can move the weapon up to 20 feet and attack with it.
Healing Prayer Lv2
Ritual
Casting Time: 10 minutes | Range: 30 feet
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.