Orsik Ironfoot
Orsik Ironfoot
Sheet
AC 20 · HP 103 · 25 ft.Saving throws
Skills
- HistoryINT
- InsightWIS
- MedicineWIS
- PerceptionWIS
- ReligionINT
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Channel Divinity: Preserve LifeLevel 2
As an action, you restore hit points equal to 5 times your cleric level to any creatures within 30 feet. You cannot restore a creature to more than half its maximum hit points.
- Channel Divinity: Turn UndeadLevel 2
As an action, each undead that can see or hear you within 30 feet must make a Wisdom save or be turned for 1 minute.
Always on
- SpellcastingLevel 1
You can cast prepared cleric spells using Wisdom as your spellcasting ability.
- Disciple of LifeLevel 1
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
- Channel Divinity (2/rest)Level 2
You can use your Channel Divinity to fuel various holy effects.
- Destroy Undead (CR 1 or lower)Level 5
When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is 1 or lower.
- Blessed HealerLevel 6
When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
- Divine StrikeLevel 8
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.
- Divine InterventionLevel 10
You can call on your deity to intervene on your behalf. Roll a d100. If the roll is 10 or lower, your deity intervenes.
- TraitHill DwarfDarkvision (60 ft.)
- TraitHill DwarfDwarven Resilience (Advantage on Poison saves, Resistance to Poison damage)
- TraitHill DwarfDwarven Toughness (+1 HP per level)
- TraitHill DwarfStonecunning (Double proficiency on History checks related to stonework)
- ResearcherSage
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
Spells
10 spellsSpellcasting. Orsik Ironfoot casts with Wisdom (spell save DC 17, to hit with spell attacks).
Cantrips (at will): ,
1st level (4 slots): ,
2nd level (3 slots): ,
3rd level (3 slots): ,
4th level (3 slots):
5th level (2 slots):
Gear
6 itemsWeapons
- Warhammer1d8 bludgeoning damage (Versatile 1d10).
Armor
- Plate ArmorHeavy armor offering 18 AC.
- Shield+2 AC.
Gear
- Holy SymbolA silver disc engraved with a blooming white rose.
- Scholar's PackBackpack, book of lore, ink, pen, parchment.
- 2×Potion of HealingRestores 2d4+2 HP.
Appearance
Orsik is a stout dwarf with a beard braided into three thick coils, each tipped with a silver ring. He wears gleaming plate armor etched with symbols of life and growth, and he carries a shield that looks more like a polished tavern tray. His eyes are the color of warm amber and crinkle at the corners when he is concerned.
Mannerisms
Orsik often strokes his braided beard when thinking, and he has a habit of peering over non existent spectacles when someone speaks to him.
Personality
Orsik is a blend of scholarly rigor and grandfatherly warmth. He is the first to tell you that you are holding your bandage wrong and the first to offer you a piece of dried fruit from his pack. He treats every wound as a puzzle to be solved and every companion as a student who hasn't quite learned how to stay alive yet.
Ideals
Preservation. Life is the most precious treasure, and every soul saved is a victory against the dark.
Bonds
I carry a charred scroll from my original temple. It contains the names of those I could not save, and I seek to redeem their memories through my deeds.
Flaws
I cannot help but correct people's grammar or pronunciation, even when we are being chased by monsters.
Quirks
Background
Orsik spent over a century as a keeper of the Great Archive in his mountain home, categorizing ancient medical texts and divine genealogies. He was content among the dust and parchment until a slow, wasting sickness swept through the lower mines. Watching the healers struggle against the blight with nothing but old recipes changed him. He realized that while books preserve the past, it is the living who write the future, and his goddess, Berronar Truesilver, agreed. He traded his quill for a warhammer and felt the divine spark of life flow through his hands for the first time. He spent years purging the sickness from the mines, eventually feeling a pull to the surface world. He believes the gods left secrets of healing scattered across the world like lost pages, and he intends to find them all. Now he travels not just to save lives, but to add his own chapters to the great library of history.
“He was content among the dust and parchment until a slow, wasting sickness swept through the lower mines.”
- Background
- Sage
Connections
Species
Hill Dwarf
Media
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