Lorgar Stormheart

Dwarf (Hill), Sailor, Cleric (Tempest)

Strength Dexterity Constitution Intelligence Wisdom Charisma
13 [+1] 13 [+1] 14 [+2] 12 [+1] 16 [+3] 13 [+1]

Speed: 25ft
Size: Medium
Wounds: 56
Saving Throws: Wisdom, Charisma
Proficiency: +3
Experience: 29680 [Level 7. Next at 8 at 34000]

  • Dwarven Traits:
    • Darkvision
    • Dwarven Resistance: Advantage and Resistance against poison. +1 Health per level.
    • Stoneworking: Proficient and double bonus for knowing the history of stonework.

Weapons: Martial Weapons, Simple Weapons.
Armour: Light Armour, Medium Armour, Heavy Armour, Shields
Tools: Smiths Tools, Navigators Tools, Vehicles (Water).
Skills: Athletics, History, Perception, Religion.
Languages: Common, Dwarven.

Clerical Abilities:

Channel Divinity:

  • 2 per rest.
  • Destructive Wrath:
    • Use ‘Channel Divinity’ to automatically roll maximum damage on a thunder or lightning attack.
  • Turn Undead:
    • Wisdom saving throw or be ‘Turned’ for 1 minute. Turned creatures have to try and move away and can’t come within 30ft of the caster. If failed and Challenge Rating ½ or below creatures are destroyed.

Wrath of the Storm:

  • When a creature within 5ft hits you with an attack you can use your reaction to cause them to make a Dexterity saving throw. If they fail they take 2D8 lightning or thunder damage after a failed save, and half after a successful one.
  • Uses = Wisdom Modifier per Long Rest.

Thunderbolt Strike:

  • When dealing lightning damage to a large or medium creature you can push it 10ft away from you.



  • Advantage on Concentration saving throws.
  • Perform somatic components for spells even if hands are full.
  • May cast a spell instead of making a normal attack for an AoO, if that spell has a casting time of 1 Action.


  • Lightning Staff: An obsidian staff carved with sigils of waves and lightning, it bristles with energy.
    • 2D6 Lightning damage; Versatile 2D8
    • Reality Anchor: Advantage to tests to resist displacing effects.
  • Staff (D6; Versatile D8)
  • Chainmail (AC- 16, Disadvantage on Stealth)
  • Holy Amulet of the Stormlord
  • Sea-Serpent Pelt Sash: Sash of shifting blue-silver scales that smells of salt.
    • +2 AC when wielding a staff two-handed.
  • Traveller's Clothes
  • Backpack [Bedroll, Mess Kit, Tinderbox, 10x Torches, 11x Rations, Waterskin, 50ft hemp rope, 50ft silk rope, Priests Vestements (Fine Clothes)]
  • Components Pouch [Cork, leaves and assorted magical components].
  • Trinket: An ornate scabbard without a blade

Platinum: 29
Gold: 5
Electrum: 5
Silver: 7
Copper: 4



  • Sacred Flame: VS. Action. 60ft. Target must pass Dex saving throw or take 2D8 radiant damage. Ignores cover.
  • Guidance: VS. Action, Touch. Gains +D4 to an ability score check.
  • Light: VM (firefly tail). Action, Touch. Object emits light at 20ft, dim light at 40ft.
  • Mending: VSM (two lodestones). Instant. Repairs an item.


  • Bless:
    • VSM (sprinkle of holy water).
    • Action. 30ft. Concentration, up to 1 minute.
    • Bless up to 3 creatures. They gain +D4 to attack rolls and saving throws.
    • 2nd slot or higher, may target one more creature per slot.
  • Cure Wounds:
    • VS.
    • Action. Touch.
    • Heals D8 + Spellcasting Modifier of wounds.
    • At higher level gain +D8 per slot after first.
  • Detect Poison:
    • VSM (leaf of yew tree).
    • Action. Self. Concentration, up to 10 minutes.
    • Within 30ft of yourself can detect poisons, poisonous creatures and diseases. Can also identify the detected object.
  • Fog Cloud:
    • VS.
    • Action. 120ft. Concentration, up to 1 hour.
    • You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    • At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the radius o f the fog increases by 20 feet for each slot level above 1st.
  • Guiding Bolt:
    • VS.
    • Action. 120ft.
    • A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
    • 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.
  • Healing Words:
    • V.
    • Bonus Action. 60ft.
    • Creature of your choice regains D4 + Spellcasting modifier of health.
    • +D4 per slot above 1st.
  • Thunderwave:
    • VS.
    • Action. Self, 15ft cube.
    • A wave o f thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area o f effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
    • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


  • Gust of Wind:
    • VSM (legume seed).
    • Action, Self (60ft line). Concentration, up to 1 minute.
    • A line of strong w ind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
  • Hold Person:
    • VSM (piece of iron).
    • Action. 60ft range. Concentration, up to 1 minute.
    • Target rolls Wisdom saving throw, if failed they are held. Held people count as paralysed, but may make another wisdom saving throw at the end of each turn.
    • At higher levels target one additional person per spell slot higher than second.
  • Prayer of Healing:
    • V.
    • Ritual, 10 minutes. 30ft.
    • Up to 6 creatures within range regain 2D8 + Spellcasting modifier of health.
    • +1D8 per slot above second.
  • Shatter:
    • VSM (chip of mica).
    • Action. 60ft.
    • A sudden loud ringing noise, painfully intense, erupts from a point o f your choice within range. Each creature in a 10 foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.
    • At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


  • Call Lightning:
    • VS.
    • Action. 120ft. Concentration, up to 10 minutes.
    • Pick an area in the sky at least 100ft above you. There you create a stormcloud that is 60ft Radius and 10ft Tall.
    • Then pick a point within range. Lightning strikes down from above to that point, hitting everyone within 5ft of the point. Dexterity saving throw or suffer 3D10 Lightning damage, save halves damage. Calling down lightning in this way is an Action every turn until the spell ends.
    • At higher levels damage is increased by 1D10 for each level above 3.
  • Mass Healing Word:
    • V.
    • Bonus Action. 60ft.
    • Up to six creatures of your choice regain D4 + spellcasting modifier in health.
    • +1D4 for each slot above third.
  • Sleet Storm:
    • VSM (A pinch of dust and a few drops of water).
    • Action. 150ft. Concentration, up to 1 minute.
    • Freezing rain and sleet fall in a 20ft tall cylinder with a 40ft radius centred on the point you choose. Area is heavily obscured, fires are doused. Ground is covered in slick ice, making it difficult terrain. When entering or finishing your turn on the ice you must make a Dexterity saving throw or fall prone. Creatures concentrating in the area must test concentration.
  • Water Walk:
    • VSM (piece of cork).
    • Action. 30ft. 1 Hour.
    • Move across any liquid as if it were solid. Up to ten willing creatures within range when casting are granted this ability. When targeting someone submerged by liquid they move to the surface at a rate of 60ft per round.


  • Control Water:
    • VSM (Drop of water and a pinch of dust)
    • Action. 300ft. Concentration, up to 10 minutes.
    • Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
      • Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
      • Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course o f the next round until the normal water level is restored.
      • Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
      • Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the centre of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
  • Death Ward:
    • VS.
    • Action. Touch. 8 Hours.
    • Whenever a target would drop to 0 HP or be killed outright, they drop to 1 HP instead.
  • Ice Storm:
    • VSM (Pince of dust and a few drops of water).
    • Action. 300ft.
    • Hail of rock-hard ice pounds to the ground in a 20ft radius, 40ft high cylinder centred on a point within range. Creatures in the cylinder must make a Dexterity saving throw. 2D8 Bludgeoning damage and 4D6 Cold damage. Half on passed save. Area becomes difficult terrain until the end of your next turn, anyone concentrating in the area must test concentration.
    • At higher levels bludgeoning damage increases by D8 per level above 4th.

Spell Slots:

  • 1st: 4x
  • 2nd: 4x
  • 3rd: 3x
  • 4th: 1x

Lorgar is from Dwarven trading town set on the ocean. It's people were traders and merchants, and he spent most of childhood aboard a trading ship. Dwarven ships are so successful as traders in part due to their natural stoicism and hard work, but also due to the clerics of the Stormlord, Dwarven god of seas and storms. Creating food and purifying water, rescuing drowning sailors and repairing the ship, the priest of the Stormlord were the lifeblood of Lorgar's home fleet. When of age he trained to be a priest of the Stormlord, and upon his ascension was sworn to life aboard the Bhak'Khan, an armoured trading ship. He spent many years aboard, praying to his god for kind winds and helping the ship with his every waking hour. Eventually Lorgar's ship was sunk by an Orc raider, and although Lorgar saved many of his crew-members many perished beneath the waves. As the survivors faced the long trekk to the northern Dwarven town of Stonehill Lorgar went off alone. After the loss of his ship he couldn't forgive himself, and took to travelling the land, looking for new purpose. When he heard reports of foul weather in Elvandar he saw it as a sign from his god, and began travelling to the Elven city to help right the balance of the storm.

Background: Sailor
Friends know they can rely on my no matter what.
The thing that keeps people together is mutual respect (Neutral Good).
The mission is the most important thing, crewmates come and go.
My pride will probably lead to my destruction.

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