Anot
Anot
Sheet
AC 15 · HP 27 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- StonecunningDwarfAs a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes while on or touching stone. You can use this a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.
Always on
- Divine SparkLevel 2
When As a Magic action, against a hostile creature within 30 feet
Anot makes a melee spell attack against a creature within reach. On a hit, the target takes 1d8 plus 3 Necrotic damage.
- Turn UndeadLevel 2
When As a Magic action, when Undead are within 30 feet
Anot presents his holy symbol and forces nearby Undead to resist divine power.
- Preserve Life
When As a Magic action, by expending a use of Channel Divinity
Anot restores a pool of healing energy among Bloodied allies within 30 feet.
- SpellcastingLevel 1
You can cast Cleric spells using Wisdom as your spellcasting ability. You know three Cleric cantrips, prepare six level 1 or higher Cleric spells, regain expended spell slots after a Long Rest, and can use a Holy Symbol as a spellcasting focus.
- Divine OrderLevel 1
Protector. You gain proficiency with Martial weapons and training with Heavy armor.
- Channel DivinityLevel 2
You can channel divine energy to create Divine Spark or Turn Undead. You have two uses of Channel Divinity and regain expended uses after a Short or Long Rest.
- Cleric SubclassLevel 3
You gain the Life Domain subclass and its features.
- Disciple of LifeLevel 3
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points equal to 2 plus the spell slot's level on the turn you cast the spell.
- Life Domain Spells and Preserve LifeLevel 3
You always have Aid, Bless, Cure Wounds, and Lesser Restoration prepared. As a Magic action, you can expend a use of Channel Divinity to restore a total number of Hit Points equal to five times your Cleric level, divided among Bloodied creatures within 30 feet. A creature cannot regain more than half its Hit Point maximum from this feature.
- DarkvisionDwarfYou have Darkvision with a range of 120 feet.
- Dwarven ResilienceDwarfYou have Resistance to Poison damage and Advantage on saving throws you make to avoid or end the Poisoned condition.
- Dwarven ToughnessDwarfYour Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
- Creature TypeDwarfHumanoid.
- SizeDwarfMedium, about 4 to 5 feet tall.
- SpeedDwarf30 feet.
- Shelter of the FaithfulAcolyte
Anot can receive free healing and care at temples, shrines, and other religious institutions of his faith. He and his companions may also receive modest support, provided they do not endanger the institution or exploit its trust.
Spells
12 spellsSpellcasting. Anot casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , , , ,
1st level (4 slots): , , , ,
2nd level (2 slots): ,
Gear
10 itemsWeapons
- MaceA simple one-handed weapon used in temple defense
Armor
- Chain shirt13 + Dexterity modifier, maximum of 2
- ShieldA sturdy round shield bearing a silver mountain emblem
Tools
- Calligrapher's suppliesUsed for copying prayers and maintaining religious records
Gear
- Holy symbolA holy symbol used as a divine spellcasting focus
- Priest's packContains a bedroll, mess kit, tinderbox, torches, rations, and waterskin
- Book of prayersA collection of devotional texts from Anot's temple
- 10×ParchmentBlank sheets for written prayers, records, and correspondence
- RobePlain ceremonial and traveling clothing
Purse
- 15×Gold piecesStarting currency remaining after selecting class and background equipment
Appearance
Anot is a broad-shouldered dwarf with weathered bronze skin, a thick russet beard braided with small iron prayer rings, and steady gray eyes. His nose has been broken more than once, and a pale scar crosses his left eyebrow. He wears a practical chain shirt beneath dark traveling robes, carries a round shield painted with a silver mountain, and keeps his holy symbol prominently displayed at his throat.
Mannerisms
Anot touches the iron rings in his beard whenever he is thinking. He counts his prayers on his knuckles, speaks in measured sentences, and instinctively checks ceilings and support beams whenever he enters a new room.
Personality
Anot is patient, dependable, and quietly warm. He listens carefully before speaking, treats small acts of kindness as sacred duties, and prefers practical solutions over grand speeches. In danger, his calm becomes immovable, like a mountain refusing to yield.
Ideals
Duty. A promise is a structure that keeps the world from collapsing. The strong must uphold their promises, especially when no one is watching.
Bonds
The miners rescued during the eastern gallery collapse are his spiritual family. He will risk almost anything to protect them and the descendants of those who survived.
Flaws
Anot is slow to forgive betrayal, especially when it involves broken oaths or harm done to the helpless. He can become rigid and judgmental when others treat sacred duties casually, and he sometimes mistakes stubbornness for moral courage.
Quirks
Background
Anot was born in a deep dwarven hold where every stone had a name and every family kept a shrine to the ancestors. As a child, he was fascinated by the quiet work of the temple attendants, especially the careful preparation of medicines, funerary rites, and protective blessings. When a collapse trapped several miners beneath the eastern galleries, Anot spent three days carrying water, reciting prayers, and refusing to leave until the last survivor was found. His courage drew the attention of the temple priest, who took him in as an acolyte. Anot learned that faith was not merely a matter of solemn words. It was a promise made practical through food, shelter, healing, and the willingness to stand between the innocent and danger. His divine calling emerged during a winter plague, when his desperate prayer restored the breath of a dying child. Since then, he has traveled beyond the hold to serve communities that lack healers and protectors. He believes every life is a stone in the great foundation of the world, and that abandoning even one weakens the whole structure.
“His courage drew the attention of the temple priest, who took him in as an acolyte.”
- Background
- Acolyte
Connections
Species
Dwarf
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