Brynja Bearbreaker
Level 6 Cleric of Thor (Tempest Domain)
Skill Proficiencies Athletics (+5), Religion (+3), Medicine (+7), Survival (+7)
Tool Proficiencies Brewing Supplies, Drums
Languages Common, Dwarvish, Giant
Equipment General Equipment: Explorer's pack, bag, staff, hunting trap, traveler's clothes, lantern, 5 candles, 1 flask of oil, ink + quill, 9 pitons, crowbar + hammer
Weapons: War hammer, hand ax, shield (+2)
Magical Items: Wings of Flying, Eyes of the Eagle
Potions: 4 common healing, 2 greater healing, love potion, "bee potion", clear potion (transmutation based)
Miscellaneous Items: 1 bottle of wine, 1/2 gallon of shitty ale, 3/4 gallon of fine mead, altar cloth, (former) Ifreeti bottle, 3 herbalism kits, 4 empty flasks
Features
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Wrath of the Storm: At 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity:
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. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.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. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Destroy Undead: Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed.
Thunderbolt Strike: At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Traits
Ideal
Bond
Flaw