Bram Dorr
Bram Dorr
Sheet
AC 18 · HP 33 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Mace Attack
When When within reach of a hostile creature
Make a melee weapon attack with the mace.
- Light Crossbow Attack
When When a target is within 80 feet, or up to 320 feet with disadvantage
Make a ranged weapon attack with the light crossbow.
- Turn Undead
When As an action while Channel Divinity is available
Present a holy symbol to turn undead creatures within 30 feet that can see or hear you.
- Preserve Life
When As an action while Channel Divinity is available
Restore a total of 25 hit points divided among creatures within 30 feet.
- Channel Divinity: Preserve LifeLevel 2
As an action, present your holy symbol and restore hit points equal to five times your cleric level, divided among creatures within 30 feet. A creature can regain hit points up to half its hit point maximum from this feature.
- Destroy UndeadLevel 5
You can use an action to present your holy symbol and speak a prayer. Each undead within 30 feet that can see or hear you must make a Wisdom saving throw. A failed save causes it to be turned for 1 minute or until it takes damage.
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 use a holy symbol as a spellcasting focus.
- Divine Domain: Life DomainLevel 1
You choose the Life Domain, gaining domain spells, proficiency with heavy armor, and the Disciple of Life feature.
- Bonus ProficiencyLevel 1
You gain proficiency with heavy armor.
- Disciple of LifeLevel 1
When you use a spell of 1st level or higher to restore hit points, the target regains additional hit points equal to 2 plus the spell's level.
- Channel DivinityLevel 2
You can use Channel Divinity once between rests. You can use it to turn undead or to invoke your domain feature.
- Life Domain SpellsLevel 3
You gain access to additional Life Domain spells. These spells are always prepared and do not count against the number of cleric spells you can prepare.
- Destroy Undead: CR 1/2Level 5
When you use Turn Undead, an undead that fails its saving throw is destroyed if its challenge rating is 1/2 or lower.
- 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.
- Dwarven ResilienceHill DwarfYou have advantage on saving throws against poison, and resistance against poison damage.
- Dwarven Combat TrainingHill DwarfYou are proficient with battleaxes, handaxes, light hammers, and warhammers.
- 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 whenever you gain a level.
- Ability Score IncreaseHill DwarfYour Constitution score increases by 2 and your Wisdom score increases by 1.
- Shelter of the FaithfulAcolyte
You command the respect of those who share your faith, and you can usually receive free food and lodging at temples, shrines, and other religious establishments of your faith, though you must provide modest service in return.
Spells
8 spellsSpellcasting. Bram Dorr casts with Wisdom (spell save DC 13, to hit with spell attacks).
1st level (4 slots): , , ,
2nd level (3 slots): ,
3rd level (2 slots): ,
Gear
13 itemsWeapons
- MaceA simple one-handed mace used in rites and practical defense.
- Light crossbowA light crossbow with a case of bolts.
Armor
- ShieldA protective shield bearing a silver anvil and rising sun.
- Chain mailMetal armor worn beneath Bram's vestments.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Priest's packContains a backpack, blankets, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy symbolA symbol of Bram's faith, worn on a chain around his neck.
- Prayer bookA small book of prayers and doctrine from Bram's shrine.
- 5×Incense sticksUsed during daily rites and funerary observances.
- VestmentsFormal religious clothing for ceremonies.
- Common clothesA set of ordinary travel clothes.
- PouchA small purse containing his starting wealth.
Purse
- 15×Gold piecesStarting currency from the Acolyte background.
Appearance
A compact hill dwarf with a broad, sturdy frame, warm brown skin, and a carefully groomed russet beard divided into two short braids. His dark eyes are steady and observant. He keeps his clothing, holy symbol, and prayer book immaculately clean, even after travel. His voice is low and plainspoken, with a faint rasp that becomes noticeably breathy when he is frightened or angry. He wears practical chain mail beneath blue-gray clerical vestments and carries a shield painted with a simple silver anvil and rising sun.
Mannerisms
Bram checks the cleanliness of his holy symbol with his thumb whenever he is thinking. He speaks in short, deliberate sentences and pauses before answering difficult questions. When rattled, his breathing becomes shallow and audible, and he repeats the first word of a prayer until he regains control.
Personality
Bram is patient, practical, and quietly warm. He notices who has not eaten, who is pretending not to limp, and who keeps standing near the door. He dislikes theatrics, but he has a dry sense of humor and an unexpectedly gentle way of speaking to frightened animals and nervous children.
Ideals
Mercy is a craft. Good intentions are worth little unless they become food, shelter, healing, or protection for someone who needs them.
Bonds
The hill shrine where Bram was raised is threatened by a spreading corruption beneath the surrounding mines. He intends to return with the means to cleanse it and protect the people who depend on it.
Flaws
Bram is slow to trust anyone who speaks beautifully about compassion but avoids inconvenient work. Once he decides someone is a hypocrite, he becomes stubbornly judgmental and may refuse useful cooperation. He also hides his fear of failing at a crucial moment behind excessive preparation and criticism.
Quirks
Background
Bram Dorr was raised in a hill shrine where miners, shepherds, and caravan crews came to leave offerings before dangerous journeys. His mother kept the shrine's kitchen, while his father repaired tools for anyone who could pay and quietly fixed the tools of those who could not. Bram learned early that devotion was not only kneeling before an altar. It was making sure the feverish had water, the grieving had a place to sit, and the poor were not made to feel grateful for being helped. He entered the priesthood after a cave-in killed several members of a nearby mining crew. Bram spent three days carrying the injured out through narrow passages, guided by candlelight and prayer. The experience left him convinced that faith must be useful in the dark, not merely beautiful in the sanctuary. He now travels as a healer, mediator, and protector, seeking lost shrines, aiding isolated dwarfholds, and offering mercy before judgment. He has no taste for grand sermons, but he will speak for hours about the proper way to bind a splint or prepare a burial cloth.
“His mother kept the shrine's kitchen, while his father repaired tools for anyone who could pay and quietly fixed the tools of those who could not.”
- Background
- Acolyte
Connections
Species
Hill Dwarf
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