Enano clerico para Dungeons and Dragons DND
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Description
These are miniatures, so although the supports detach easily, they should be removed carefully With a little patience, the result is excellent
Dwarf Cleric (D&D 5e)
Suggested Name: Borin Stonefoot, Thorgren Hammerplate, Durin Shieldshield.
Basic Concept: A devout dwarf cleric, perhaps of a god of knowledge, smithing, protection, or even nature, who has sworn to protect their people and the ancient ways.
1. Race: Hill Dwarf
- Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1 (Perfect for a Cleric!)
- Speed: 25 feet (not reduced by wearing heavy armor).
- Darkvision: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light (black and white).
- Dwarven Resilience: Advantage on saving throws against poison, and resistance to poison damage.
- Dwarven Combat Training: Proficiency with light and medium armor.
- Dwarven Weapon Training: Proficiency with handaxes, waraxes, light hammers, and warhammers.
- Tool Proficiency: Proficiency with one artisan's tool of your choice (often brewer's, smith's, or stonemason's tools, very thematic for a dwarf).
- Dwarven Toughness: Your hit point maximum increases by 1 for each level you gain.
2. Class: Cleric
Suggested Divine Domain: Given the robust appearance and shield, these domains fit well:
- Life Domain: If you want a quintessential healing cleric, greatly appreciated in the party (Proficiency with heavy armor and extra healing spells).
- Forge Domain: If they are a craftsman and protector dwarf, blessed by a god of creation or fire (Proficiency with heavy armor and a smith's tools, plus bonuses to armor and weapons).
- War Domain: If you want a more combat-focused dwarf, leading from the front (Proficiency with heavy armor and martial weapons, additional attacks).
- Light Domain: If the shield symbol represents the sun, a cleric channeling divine light against darkness.
3. Ability Scores (Suggestion for Level 1, using Standard Array: 15, 14, 13, 12, 10, 8):
- Strength (STR): 13 (To wield a mace and medium/heavy armor if you choose Forge/War)
- Dexterity (DEX): 8 (Not your strong suit)
- Constitution (CON): 15 + 2 (for Dwarf) = 17 (Many hit points and good resilience!)
- Intelligence (INT): 10 (Curious and with some knowledge)
- Wisdom (WIS): 14 + 1 (for Dwarf) = 15 (Your primary ability score, for spells and perception)
- Charisma (CHA): 12 (You can be grumpy, but also inspire confidence in your faith)
4. Proficiencies:
- Saving Throws: Wisdom, Charisma
- Armor: Light, Medium (and Heavy if you choose Life, Forge, or War Domain)
- Weapons: Simple weapons (and martial weapons if you choose War Domain)
- Skills (Choose two from the Cleric list): History, Insight, Medicine, Persuasion, Religion (I suggest Religion and Insight or Medicine).
- Tools: One artisan's tools of your choice (by race), for example, smith's tools or brewer's tools.
5. Starting Equipment:
- Mace (or Warhammer if you are War or Forge Domain)
- Shield
- Chain Mail (or Scale Mail if you lack heavy armor proficiency)
- Sacred symbol (can be your shield)
- Priest's kit or explorer's pack
6. Spells and Class Features (Level 1):
- Spellcasting: You use Wisdom as your spellcasting ability.
- Cantrips (choose 3):
- Sacred Flame (radiant damage)
- Mending (useful for fixing things, very dwarven)
- Guidance (helps with ability checks)
- Thaumaturgy (minor divine tricks)
- 1st-Level Spells (you prepare WIS + half your Cleric level, minimum 1):
- Healing Word (ranged healing)
- Shield of Faith (bonus to AC)
- Bless (aids your party)
- Cure Wounds (touch healing)
- Protection from Evil and Good
- Divine Domain Features: Will depend on the domain you choose (eg for Life: Disciple of Life, which enhances your healing).
7. Suggested Background:
- Acolyte: For a cleric, it's a perfect fit It gives you proficiency in Insight and Religion skills, and the "Shelter of the Faithful" feature.
- Guild Artisan: If you want to emphasize their craftsman side It gives you proficiency in Insight and Persuasion, and the "Guild Hospitality" feature.
8. Personality and Roleplay:
- Personality Traits: Devout, protective, loyal to their friends and faith, perhaps a bit stubborn or distrustful of strangers, but with a big heart under their tough armor.
- Ideal: Protection (of the innocent, of the ancient ways, of their clan) Duty (to fulfill their divine oath).
- Bond: Their clan, their temple, a sacred dwarven artifact.
- Flaw: Too proud of their lineage; clings to old traditions; slow to forgive a slight.
License
You shall not share, sub-license, sell, rent, host, transfer, or distribute in any way the digital or 3D printed versions of this object, nor any other derivative work of this object in its digital or physical format (including - but not limited to - remixes of this object, and hosting on other digital platforms). The objects may not be used without permission in any way whatsoever in which you charge money, or collect fees.










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