w - Max Glütz (joke character)
Level 1 Human Cleric (Tempest)
Lvl 1 Human Tempest Cleric [April Fools Expedition]
“With our bodies we can lift many things, but only Kord can lift our spirits. Oh mighty Kord, show us they whey!”
Max Glütz is a priest of Kord, God of physical fitness. As is tradition upon entering Kord’s service in the Iron Temple, he abandoned the name his parents gave him with one that would forever remind him of his aspirations.
Max’s voyage to Silanya is one of penance. He seeks ‘abs’-olution from his sin most grave; skipping leg day. Armed with the temple’s holy warhammer (a barbell with a 45 pound weight attached to one end), he hopes to atone for his sins by showing others the whey of Kord, and seeking out bold new sources of protein.
Stats: STR 18, DEX 10, CON 14 INT 7, WIS 8, CHA 10
Warhammer [1D10 +6 Bludgeoning]
Wrath of the Storm
At 1st level, you can thunderously 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 lightning or thunder 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). You regain all expended uses when you finish a long rest.
Feature: Shelter of the Faithful
As an acolyte, you com m and the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. T hose w ho share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Skills: Insight, Religion, History, Medicine
Saving Throws: Wisdom, Charisma
Armor: Light, Medium, Heavy Armor Shields,
Weapons: All Simple and Martial Weapons
Languages: Common, Elvish, Dwarvish, Draconic
Spellcasting modifier: -1
Spell save DC: +1
Spell attack modifier: +1
Fog Cloud [Domain Spell]
Thunderwave [Domain Spell]
Total Carry Weight: x lb