Kurgan Dovek
Kurgan Dovek
Sheet
AC 18 · HP 38 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
18 featuresAction
- Warhammer Attack
When On his turn
Make a melee weapon attack against a creature within reach. On a hit, the target takes 1d8 bludgeoning damage plus Strength modifier.
- Preserve LifeLevel 2
When When one or more creatures within 30 feet need healing
Call upon divine power to restore up to 15 total hit points among creatures within 30 feet.
- Turn UndeadLevel 2
When When undead are within 30 feet
Present his holy symbol and force undead within 30 feet to make a Wisdom saving throw or become turned. Undead of CR 1/2 or lower that fail are destroyed.
Bonus action
- Healing Word
When When an ally within 60 feet is wounded
Restore hit points to one creature within 60 feet. The target regains 1d4 plus Wisdom modifier hit points, plus 3 additional hit points from Disciple of Life.
Always on
- SpellcastingLevel 1
You can cast cleric spells using Wisdom as your spellcasting ability. You can prepare a number of cleric spells equal to your Wisdom modifier plus your cleric level, and you can use a holy symbol as a spellcasting focus.
- Divine Domain, Life DomainLevel 1
You choose the Life Domain, gaining domain spells and proficiency with heavy armor. Your domain spells are always prepared and do not count against the number of cleric spells you can prepare.
- Disciple of LifeLevel 1
When you restore hit points with a spell of 1st level or higher, the creature regains additional hit points equal to 2 plus the spell's level.
- Channel Divinity, 1/restLevel 2
You can use Channel Divinity once between rests. You regain the ability to use it after a short or long rest.
- Channel Divinity, 2/restLevel 6
You gain one additional use of Channel Divinity between rests, for a total of two uses. You regain all expended uses after a short or long rest.
- Destroy Undead, CR 1/2Level 5
You gain the ability to destroy undead of challenge rating 1/2 or lower when they fail their saving throw against your Turn Undead feature.
- Ability Score ImprovementLevel 4
You gain one Ability Score Improvement. Kurgan increases his Wisdom from 11 to 13.
- DarkvisionHill DwarfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though you see darkness in shades of gray.
- Dwarven ResilienceHill DwarfYou have advantage on saving throws against poison, and you have resistance to poison damage.
- Dwarven Combat TrainingHill DwarfYou are proficient with battleaxes, handaxes, light hammers, and warhammers.
- Dwarven Tool ProficiencyHill DwarfYou are proficient with smith's tools, brewer's supplies, or mason's tools. Kurgan is proficient with mason's tools.
- StonecunningHill DwarfWhenever you make an Intelligence History check related to the origin of stonework, you are considered proficient and add double your proficiency bonus.
- Dwarven ToughnessHill DwarfYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Shelter of the FaithfulAcolyte
You command the respect of those who share your faith, and you can perform the religious ceremonies of your temple. You and your companions can expect free basic support from temples and shrines of your faith, though donations and sacrifices are commonly expected.
Spells
9 spellsSpellcasting. Kurgan Dovek casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (3 slots): , ,
3rd level (2 slots): ,
Gear
14 itemsWeapons
- WarhammerA martial melee weapon used by temple guardians.
- Light crossbowA simple ranged weapon with 20 bolts.
Armor
- Chain mailChain mail armor, providing AC 16 before a shield or other modifiers.
- ShieldA shield bearing Kurgan's temple emblem, providing a +2 bonus to AC.
Gear
- 20×Crossbow boltAmmunition for the light crossbow.
- Holy symbolA holy symbol depicting a sheltered candle flame.
- Priest's packA small wooden chest containing vestments, candles, incense, and other ceremonial supplies.
- VestmentsA small collection of religious garments and ceremonial cloth.
- Prayer bookA prayer book containing the teachings and rites of the Hearth Beneath the Stone.
- 5×IncenseFive sticks of incense used during prayers and funerary rites.
- CenserA censer used to burn incense during religious ceremonies.
- Common clothesA set of common clothes for travel and temple work.
- PouchA belt pouch containing modest temple funds.
Purse
- 15×Gold piecesCoins left over from his temple allowance.
Appearance
A compact hill dwarf with weathered bronze skin, a square jaw, and thick black hair braided with small copper prayer rings. His beard is clipped short for travel, though two careful braids hang beneath his chin. He wears practical chain mail beneath a dark green tabard marked with a simple golden sunburst. His eyes are gray and watchful, and a pale scar crosses his left eyebrow. His shield bears a painted image of two hands sheltering a candle flame.
Mannerisms
Kurgan touches the copper rings in his beard whenever he is thinking. Before entering a dangerous place, he taps his shield twice and whispers, "Keep the flame." He speaks plainly, with long pauses before difficult answers, and addresses injured strangers as if they were honored guests.
Personality
Kurgan is patient, practical, and quietly warm. He notices who is hungry, who is limping, and who is pretending not to be afraid. He dislikes grand speeches but remembers small acts of kindness for years. In danger, he becomes more focused rather than more emotional, treating every battle as an emergency triage problem.
Ideals
Mercy is not weakness. The purpose of faith is to make survival possible for someone who has run out of strength.
Bonds
The temple that raised him is struggling to protect its remote shrines from raiders and neglect. Kurgan has sworn to restore the shrine network, recover its stolen relics, and ensure that no one under its protection is abandoned again.
Flaws
Kurgan cannot tolerate waste, whether it is wasted food, wasted medicine, or wasted lives. He may risk an entire plan to save someone who has endangered everyone else, and he becomes quietly judgmental when others treat spiritual promises casually.
Quirks
Background
Kurgan Dovek was raised in the hill-fort temple of the Hearth Beneath the Stone, where his family kept the lamps burning through winter and war. He was never the strongest smith or the most gifted singer, but he possessed a stubborn patience that priests valued. When a fever swept through the lower tunnels, Kurgan spent eleven nights carrying water, changing bandages, and reciting the names of the sick so none would die forgotten. On the twelfth night, a golden light answered his prayer, and the fever broke across the ward. The temple elders called it a blessing. Kurgan called it a responsibility.
“He was never the strongest smith or the most gifted singer, but he possessed a stubborn patience that priests valued.”
- Background
- Acolyte
Connections
Species
Hill Dwarf
Media
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