Odran Tamba
Odran Tamba
Sheet
AC 18 · HP 27 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
16 featuresAction
- Channel Divinity, Turn UndeadLevel 2
You can use Channel Divinity once between rests. As an action, present your holy symbol and each undead within 30 feet that can see or hear you must make a Wisdom saving throw or be turned for 1 minute, or until it takes damage.
Always on
- Turn Undead
When As an action, once per short or long rest
You present your holy symbol and force undead within 30 feet that can see or hear you to make a Wisdom saving throw. On a failure, the undead is turned for 1 minute or until it takes damage.
- Blessing of the ForgeLevel 1
When At the end of a long rest
You touch one suit of armor or one simple or martial weapon and grant it a +1 bonus to AC or attack and damage rolls until your next long rest. The item cannot already be magical.
- Artisan's Blessing
When As part of a 1-hour ritual using Channel Divinity
You transform raw materials into a finished metal object worth up to 100 gp, with a maximum object size of Large, using metal worth the same amount.
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You can use a holy symbol as a spellcasting focus.
- Divine Domain, Forge DomainLevel 1
You choose the Forge Domain, gaining domain spells and proficiency with heavy armor and smith's tools.
- Channel Divinity, Artisan's BlessingLevel 2
You can use Channel Divinity to turn raw materials into a finished metal object worth no more than 100 gp, provided the object contains metal.
- Channel DivinityLevel 2
You gain the ability to use Channel Divinity. You can use it once between rests at this level.
- Forge Domain SpellsLevel 1
You gain access to Forge Domain spells. These spells are always prepared and do not count against the number of cleric spells you can prepare.
- TraitHill DwarfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- TraitHill DwarfDwarven Resilience, you have advantage on saving throws against poison and resistance to poison damage.
- TraitHill DwarfDwarven Combat Training, you are proficient with the battleaxe, handaxe, light hammer, and warhammer.
- TraitHill DwarfDwarven Tool Proficiency, you gain proficiency with smith's tools.
- TraitHill DwarfStonecunning, whenever you make an Intelligence History check related to the origin of stonework, you are considered proficient and add double your proficiency bonus.
- TraitHill DwarfDwarven Toughness, your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Military RankSoldier
You can find the rank, camp, or military organization to which a soldier belongs, and you can secure food, shelter, or simple assistance from soldiers and their allies, though they will not risk their lives for you.
Spells
11 spellsSpellcasting. Odran Tamba casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , , , ,
2nd level (2 slots): , ,
Gear
11 itemsWeapons
- MaceA heavy steel mace with a square striking head, maintained like a sacred tool.
Armor
- Chain mailSteel chain mail worn beneath the cuirass, mechanically functioning as chain mail armor.
- ShieldA battered iron-rimmed shield bearing three copper prayer nails.
Tools
- Smith's toolsA whetstone, small hammer, tongs, scrap metal, and other smithing implements.
Gear
- Holy symbolA simple wooden holy symbol wrapped in copper wire.
- Insignia of rankA military insignia from the mountain militia.
- TrophyA trophy taken from a fallen enemy, a black iron buckle stamped with a broken sun.
- Common clothesA set of common clothes for travel and camp life.
- HornA horn used to signal movement, retreat, or the beginning of a watch.
- Bone diceA set of bone dice used by soldiers during long watches.
Purse
- Belt pouchA pouch containing 10 gp.
Appearance
A broad-shouldered hill dwarf in a soot-darkened iron cuirass worn over mail, with a closed steel helm whose narrow visor leaves his face mostly hidden. His armor is practical rather than ceremonial, patched at the elbows and polished only where repeated handling has rubbed it bright. His hands are thick, cracked, and permanently darkened around the nails from forge work. He stands with his weight settled evenly through both boots, utterly still when waiting, like a post driven into earth. Within a minute of meeting him, people notice the faint metallic smell of oil and charcoal, and the small copper prayer nails hammered into the rim of his shield.
Mannerisms
He taps the rim of his shield three times before entering a dangerous place. When listening, he tilts his closed helmet slightly toward the speaker, as though inspecting a piece of metal for hidden flaws. He rarely raises his voice, but his final words in any argument arrive with the certainty of a hammer blow.
Personality
Odran is quiet, observant, and relentlessly practical. He shows affection by repairing equipment, checking straps, and standing the longest watch without complaint. Beneath his stern manner is a deep tenderness for frightened workers, recruits, and anyone who has been told they are too weak to matter. He prefers proving a point through useful action rather than argument.
Ideals
Endurance. Anything worth protecting must be reinforced through daily work. Faith is not a speech made in comfort, it is the act of holding when the wall begins to crack.
Bonds
The old road forge belongs to his family, and he sends most of his earnings home to keep its bellows burning. He also carries a cracked militia shield from the siege that awakened his divine power, and refuses to replace it until he has found the soldier who first carried it.
Flaws
He treats compromise as a structural weakness and would rather bear an unreasonable burden himself than ask someone else to carry part of it. He is also quietly judgmental toward people who own fine weapons or armor but do not maintain them.
Quirks
Background
Odran Tamba learned the temper of iron before he learned the temper of people. His family kept a repair forge beside an old mountain road, where patrols, caravan guards, and miners brought bent tools and split buckles. He was never the strongest dwarf in the settlement, but he had the patience to watch a flawed piece of metal until he understood exactly where it would fail. When raiders came through the pass, Odran joined the local militia carrying a hammer too large for him and wearing a breastplate he had assembled from mismatched pieces. The patrol survived because he held a broken gate long enough for the villagers to escape, then spent three days repairing the hinges while everyone else celebrated. A traveling priest of the forge god saw something sacred in that stubborn labor. Odran entered the temple not to preach, but to learn why making and mending could be acts of worship. His calling came during a winter siege, when he placed his hands on a ruined shield and prayed for it to hold. The metal sealed itself beneath his palms. Since then, he has served as a wandering cleric and battlefield armorer, helmet closed during prayer and combat alike. He believes a weapon should be maintained, a promise should be reinforced, and a frightened person should never be left to stand alone.
“His family kept a repair forge beside an old mountain road, where patrols, caravan guards, and miners brought bent tools and split buckles.”
- Background
- Soldier
Connections
Species
Hill Dwarf
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