Ebron Earthhewer

Hill Dwarf Cleric (Soldier)


Armor Class : 18 (Chain Mail + Shield)
Hit Points : 29 (3rd Cleric)
Speed : 25’
Initiative : -1

STR 14 (+2), DEX 8 (-1), CON 15 (+2), INT 10 (+0), WIS 16 (+3), CHR 12 (+1).

Saving Throws : Wisdom +5, Charisma +3.
Skills : Athletics (+4), Intimidation (+3), Medicine (+5), Religion (+2).
Senses : Passive Perception 13.
Languages : Common, Dwarvish.
Challenge : 1/4 (50 XP)

Proficiencies : All Armor, Shields, All Simple Weapons, Battleaxes, Handaxes, Light Hammers, War Hammers. Playing Cards. Mason’s Tools. Vehicles (Land).

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.

Spell-Casting : You can prepare four (5) 1st Level spells and two (1) 2nd Level spells each day, and can cast certain known cantrips. WIS is your spell-casting ability; Saving Throw DC 13, Spell Attack Bonus (+5). In addition, you always have access to Bless , Cure Wounds, Lesser Restoration , and Spiritual Weapon spells from your access to the Life domain.
Cantrips (At-Will) : Light, Sacred Flame, Spare the Dying.
1st Level (4 Slots) : All Cleric Spells.
2nd Level (2 Slots) : All Cleric Spells.

Disciple of Life : Your healing spells are particularly effective. Whenever you restore hit points to a creature with a spell of at least 1st Level or higher, the creature regains additional hit points equal to 2+the spell’s level.

Channel Divinity : You can channel divine energy to fuel magical effects a number of times per short rest based on your level: [2nd] 1, [6th] 2, [18th] 3.
– Preserve Life: As an action, you can use Channel Divinity and present your holy symbol to restore up to 10 HP divided among any creatures within 30 ft. up to half a creature’s HP max. You can’t use this feature on an undead or a construct.
– 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.

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.

Darkvision : You see in dim light within a 60’-radius, as if it were bright light, and in darkness in that radius as if it were dim light. You cannot discern color in darkness, onoly shades of gray.

Dwarven Resilience : You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Toughness : Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mercenary Sergeant : You were a minor officer among the mercenaries of the Black Ship Company, a position that still gets you some perks. Even though not on active duty, other mercenary soldiers of that company recognize your position and authority, and defer to you if they are of lower rank. You can requisition simple equipment and horses for temporary use. You can also gain access to Black Ship Company encampments and fortresses.


Warhammer : Melee Weapon Attack : +4 to hit, reach 5’, one target.
Hit : 6 (d8+2) bludgeoning damage.

Handaxe : Ranged Weapon Attack : +4 to hit, 20’/60’, one target.
Hit : 5 (d6+2) slashing damage.


Chain Mail, Shield, Set of Common Clothes
2 Handaxes
Backpack, Pouch (5 pp, 790gp, 48ep, 71sp, 59cp)
Tinderbox, 10 Torches
10 Days Rations, Waterskin
50’ Hemp Rope, Hammer, 10 Iron Spikes
Mason’s Tools (Trowel, Hammer, Chisel, Brushes, Square).
Small Silver Mirror.
1 Flask of Holy Water.
Healer’s Kit.
Dagger (Trophy from fallen enemy).
Set of Playing Cards. Black Ship Company Insignia (Sergeant Rank).
10 Flasks of Oil

Scroll of Augury
Scroll of Cure Wounds
Scroll of Purify Food & Water

Fleecemane’s Hide


Personality : You are always polite and respectful. Also, you don’t trust your gut feelings, so tend to wait for others to act.

Ideals : Respect. People deserve to be treated with dignity and courtesy.

Bonds : I have three (3) cousins – Gundren, Tharden and Nundro Rockseeker; they are my friends and cherished clan members.

Flaws : I secretly wonder whether the gods care about mortal affairs at all.

Trained in the distant Isle of Recluce, you travelled to the Freeport Republic as part of the mercenary company, the Black Ship Company, that serves that realm as its standing army. You were disillusioned with your fellow soldiers, who spent their authority at the expense of the people they are supposed to protect. Everything came to a head recently, when you disobeyed an order and followed your conscience. You were suspended from active duty, though you kept your rank and your connection to the mercenaries. Since then, you have devoted yourself to your deity, the Gray Slayer.

Personal Goal : You’ve heard that Daran Elderbreath in the town of Fardelver is looking for people of courage and principle to teach some bullies a lesson. These thugs, the Redbrands, have been throwing their weight around in Fardelver, much as your companions did in Brightwater. Putting a stop to their villainy is a worthy goal.

Alignment : Neutral Good : Your conscience, not law and authority, will guide you to do the right thing. Power is meant to be used for the benefit of all, not to oppress the weak.


Ebron rooms at Stonehill Inn, where he shares a room with his old friend Gareth Liadon, and stores much of the party’s “group” treasures and other bulk goods.

Ebron Earthhewer

Thieves & Kings : Between the Shadows (Talisman) Horsemen