Child of the unending struggle between Bannor and Ember empires, converted to the Goddess of Holy Fire.

Race: Half-Orc Class: Cleric Domain: Fire Deity: Brigit the Shining, Goddess of Holy Fire
Origin: Deadstone Highlands Level: 13 Alignment: Chaotic Good


Strength 18 +4 / carry: 54/108/216 pounds
Dexterity 14 +2
Constitution 14 +2
Intelligence 11
Wisdom 18 +4
Charisma 10
Perception 11
Luck 11 Luck-based Advantages Per Level: 1
Proficiency Bonus +6
Save Proficiency Wisdom, Charisma
HP 94 -
AC 20 W/Mithril Breastplate 14 W/+1 Shield 17 W/+ 1 Ring of Protection 18 W/DX+ 2 20)


Skills Martial Tools
medicine heavy & medium armors smiths tools
athletics bludgeons, one-handed
religion shields
intimidation throwing
blades, one-handed Huge Penis
Prepared Spells Cantrips: 5 Spells: 17
Spell Slots Cantrips: 5 1st: 4 2nd: 3 3rd: 3 4th: 3 5th: 2 6th: 1 7th: 1
Spell Save DC 18
Spell Attack +10

Cleric Spells Prepared

Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level
spare the dying CT/1A Touch go to stable Bless c AID Masas Healing Word ba Death Ward Mass Cure Wounds Heal
Guidance c Healing word ba Blindness/deafness Revivify Banishment Insect Plague
Sacred Flame Inflict Wounds Spiritual Weapon – ba Spirit Guardians Guardians of Faith
Resistance c Sanctuary-ba

Fire Domain Spells
Domain spells are always counted as ‘prepared’.

Burning Hands 1 Flaming Sphere 2 Fireball 3 Fire Shield 4 Conjure Fire Elemental 5
Earth Tremor Scorching Ray 2 Radiant Meteors 3 – ba Wall of Fire 4 Immolation

|Fire Domain Cleric Features

Bonus Cantrips You learn the fire bolt cantrip if you do not already know it.
Bonus Proficiency starting at 1st level, you gain proficiency with heavy armor and additional weapons of your choice
Channel Divinity Beginning at 6th Level, you can use your Channel Divinity twice between rests, and Beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.
Channel Divinity: Turn Undead As an Action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Turned undead attempt to flee for the duration. @ 12th level: undead up to CR2 are destroyed instead of turned.
Channel Divinity: Searing Wrath Starting at 2nd level, you can use your Channel Divinity to wield the power of the blaze with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Blazing Enhancement At 6th level, once per long rest, you can imbue a person or weapon with flaming power. This gives an ac bonus equal 3/4 wisdom modifier or gives a weapon a radiant bonus to attack and damage equal to 3/4 wisdom modifier.
Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Furnace Born At 17th level, you have developed an immunity to all fire and radiant damage, including infernal fire and lava. When you cast a spell that deals fire or radiant damage, add your Wisdom modifier to that damage. You also gain resistance to bludgeoning, piercing, and slashing damage from weapon attacks.

Half-Orc Traits

Darkvision 60’ you can see in dim light as if it were bright light, and in darkness as if it were dim light
Menacing you gain proficiency in the intimidation skill
Relentless Endurance when reduced to 0 hp but not killed outright, drop to 1 hp instead (long rest to use again)
Savage Attacks add 1 weapon damage die to critical hits, in addition to the regular critical die (1d6 becomes 3d6, etc.)
*Periapt of Life teardrop-shaped red fire-coral pendant on a gold chain – see below

*The possessor of the Periapt of Life gains the following benefits:
1) Heal double hit points during rests
2) Automatically stabilize at the start of your next turn after being brought to zero hit points. You will be unconscious with zero hit points but don’t need to make a death save (you can still be killed by failing a death saving throw caused by being hit again before then).
3) As an action once per day, touch the periapt to a fallen creature to stablize them with 1 hit point (the creature also becomes conscious, but per normal rules moves at half speed and is at disadvantage on everything until recovered).

Languages: Ember (Orc/Goblin/Hobgoblin), Common
Phobias: I am fearless !!
Attuned Magic Items

+2 magic throwing warhammer
Periapt of Life
+1 shield of -d6 cold resistance
Boots of Striding and Springing +10’ to speed, movement is unaffected by difficult terrain, can jump 3x normal distance 3) requires Attunement


Item Weight
Dwarven Mithril Breastplate 10 lbs
1250 gold 0 lbs
+1 Ring of Protection -
+2 War-hammer of Whoop-ass 4 lbs
Rope 50’ Hempen 5 lbs
Bedroll 7 lbs
Shield 6 lbs
White Dragon Shield (-1d6 cold damage per hit)
Healing Kits (3) (40 uses) (gave (2) to chuck) 6 lbs
Healing potions (1) 1 lbs
Backpack 5 lbs
Water-skin 5 lbs
Bronze Spear 4.5 lbs
Rations, 5 day 5 lbs
Helmet 0 lbs
Holy Symbol – golden censer -
Shortbow 2 lbs
Quiver 1lbs
20 arrows -
(2) 300 (2) 500 gold gold diamonds (1) 1000 gold diamond
|Total Weight
50 lbs


Domain spell: Earth Tremor
1st-level evocation
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground in a 10-foot radius.
Each creature other than you in that area must make
a Dexterity saving throw. On a failed save, a creature
takes 1d6 bludgeoning damage and is knocked prone.
If the ground in that area is loose earth or stone, it
becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Domain spell: Radiant Meteors
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (niter, sulfur, and pine tar formed
into a bead)
Duration: Concentration, up to 10 minutes
You create six glowing meteors hovering nearby. They float
in the air and orbit you for the spell’s duration. When
you cast the spell—and as a bonus action on each of
your turns thereafter—you can expend up to two of
the meteors, sending them streaking toward a point
or points you choose within 120 feet of you. Once a
meteor reaches its destination or impacts against a solid
surface, the meteor explodes. Each creature within 5
feet of the point where the meteor explodes takes 2d6 radiant
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the number of meteors
created increases by two for each slot level above 3rd.

Domain spell: Immolation
5th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range.
The target must make a Dexterity saving throw. It
takes 7d6 fire damage on a failed save, or half as much
damage on a successful one. On a failed save, the target
also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for
an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 3d6 fire damage
on a failed save, and the spell ends on a successful one.
These magical flames can’t be extinguished through
nonmagical means.
If damage from this spell reduces a target to 0 hit
points, the target is turned to ash.



Runecurse-small.jpgKrag was the child of a human barbarian warrior and orcish witch-doctor, members of a horde raised during the Burnt Priest’s last desperate years. He was born in the midst of a skirmish along the Deadstone Highlands between the ever-changing borders of the Bannor and Ember empires. Upon the forehead of the shrieking impling was the red mark of Xrarog, god of war (Xrarog is the orc name for the fallen angel Aeron, one of the 21 Angels of Creation). As soon as the impling could stand and hold a club (about 2 years of age) he was thrust into battle as a runner and scout. The young Krag proved worthy in the eyes of Xrarog and was allowed to live.

A few years later the Burnt Priest was finally sent to hell by Bannor paladins. The Twisted Men who survived the carnage fled into remote mountain highlands. The orphaned Krag was forced to escape alone through 60 miles of wilderness. Four days later a shrunken, blood-encrusted skeleton staggered into the field camp of Jonas Endain himself, the great Emperor of Embers and high priest of Bhall. Despite playing second fiddle to Bhall, the great Goddess of Fire, worship of Xrarog was popular among the orcs.

Krag joined the ranks of the orcish warrior-priesthood, but like many half-orcs, he yearned for more. At the age of 17, now a trained warrior and priest, Krag slipped across the eastern marches of Ember lands to find employment as a mercenary in the Grigori empire. Only months later, the first pangs came. Neither the doctors of the Ordine Medicos nor traveling clerics could determine the cause of Krag’s plight. Relief came only when Krag traveled east to the port city of Dashar. There Krag took ship for Lanun isles. The curse or geas pushed him onward until finally he reached the southern shores of the Atlantean isles, home of the wizardly Amurites

While searching for employment as a guard, Krag inadvertently became the tool in a covert game of intrigue among members of the Amurite House of Almeriaq. He was summarily captured and thrown into a dungeon beneath the trading fort at Scylia. Now he stares across the cell at a tiny human. Surely not a child? A strange blue symbol hovers over the little man’s head. Obviously magic, but how did the sorcerous Amurites fail to notice so obvious a rune? The little man also stares in wonder at something above Krag’s head. Great Xrarog…do we share the same curse?



Arcanearth Omegabase christopherflang