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Bram Dorr - AI-generated fantasy Character

Bram Dorr

Hill Dwarf · Cleric (Life Domain) · Level 5 · Acolyte

Bram Dorr

Bram is patient, practical, and quietly warm.
AC18
HP33/33
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 33 · 25 ft.
AlignmentNeutral GoodGenderMaleAge112 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields,
Heavy armor

Weapons

Simple weapons,
Battleaxes,
Handaxes,
Light hammers,
Warhammers

Tools

Herbalism kit

Languages

Common,
Dwarvish,
Celestial,
Draconic

Features

20 features

Action

  • 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 spells

Spellcasting. 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 items

Weapons

  • Mace
    A simple one-handed mace used in rites and practical defense.
  • Light crossbow
    A light crossbow with a case of bolts.

Armor

  • Shield
    A protective shield bearing a silver anvil and rising sun.
  • Chain mail
    Metal armor worn beneath Bram's vestments.

Gear

  • 20×
    Bolts
    Ammunition for the light crossbow.
  • Priest's pack
    Contains a backpack, blankets, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Holy symbol
    A symbol of Bram's faith, worn on a chain around his neck.
  • Prayer book
    A small book of prayers and doctrine from Bram's shrine.
  • 5×
    Incense sticks
    Used during daily rites and funerary observances.
  • Vestments
    Formal religious clothing for ceremonies.
  • Common clothes
    A set of ordinary travel clothes.
  • Pouch
    A small purse containing his starting wealth.

Purse

  • 15×
    Gold pieces
    Starting 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

Keeps emergency food tucked into three different pockets.
Names every mule or pack animal he travels with.
Refuses to leave a cup or bowl upside down because it resembles an empty offering vessel.
Counts his breaths in groups of four when anxious.

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.”
From their backstory
Background
Acolyte

Connections

Species

Hill Dwarf

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