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Albert Godthåb in Dungeons & Dragons 5e

Albert Godthåb

Medium Hill Dwarf, Prest, Neutral Good

Armor Class 13 (chain shirt)
Hit Points 32 (5d8+10)
Speed: 25 ft

STR

10
( +0 )

DEX

10
( +0 )

CON

14
( +2 )

INT

13
( +1 )

WIS

16
( +3 )

CHA

13
( +1 )

Skills Medicine +7, Persuasion +3, Religion +4
Damage Resistances poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Dwarven
Challenge Rating 2

Description

Albert Godthåb, deacon of the bronze church, is an old dwarf who travelled from For Sur a long time ago and has been part of imperial expansion for a long time. He forged blades for the imperial armies that invaded Sceya and Whiesia, and he recently travelled to Akshus to aid in the excavation of Ulaaberg. He is a merry, informal and wise fellow, who believes in the merit of hard work and that age heals many wounds. He is the leader of the bronze metal church in Azerheim and has nearly a score of priests under him, who look up to him as a grandfather. He has served as a mediator of disputes between the brownbeards and the prospectors, partially because he wishes to keep the peace and partially because he is in part swayed by both their arguments.
He is full of witty aphorisms and has a proverb for every occasion and nothing can shake his optimistic aptitude.

Ideals

Charity. Albert always helps those in need (Good).People. Albert is committed to the people he cares about. (Neutral)

Bonds

Albert will do anything to protect the priests under his charge.

Flaws

Albert left home because he stole money from the church, and has been working to atone for his sins all those years ago.

Spellcasting. Albert is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Albert has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians


Divine eminence. As a bonus action, Albert can expend a spell slot to cause his melee weapon attacks to magically deal an extra 3d6 radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Albert expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Dwarven Resilience. Albert has advantage on saving throws against poison.
Dwarven stamina. When Albert takes the dodge action, he can expend a Hit Die to heal himself.
Dwarven determination. Albert has advantage on saving throws against being frightened, and when he is reduced to half his hit pont maximum he can add half his proficiency bonus to all saving throws. Once per rest, the first time he drops to 0 hit points he can make a Constitution saving throw with DC equal to half the damage that dropped him to 0 hit points. If he succeeds he drops to 1 hit point instead.

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.


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