Taranis Quinn

Mighty Human Tempest Cleric of Gozreh

Male Human
NG Medium Humanoid
Class: Cleric (Tempest)
Level: 11
Height: 5’11", Weight: 170
Hair: Brown, Eyes: Blue, Skin: Tanned
Age: 29
Background: Sailor
Passive Perception: 18, Passive Investigation: 11
Ability Score Modifier Saving Throw
STR 10/21 + 0/ + 5 + 0/ + 6
DEX 14 + 2 + 3
CON 16 + 3 + 4
INT 13 + 1 + 2
WIS 18 + 4 + 9
CHA 12 + 1 + 6
AC: 20
Armor Worn: Mariner’s Half Plate and Shield
Initiative: + 2
Speed: 30
Proficiency: + 4
Hit Points: 101
Hit Dice: 11d8
Number of Attacks: 1
Weapon Attack Bonus Damage Range Notes
+ 1 Silver Trident + 10 1d6 + 6 piercing 20/60 Thrown, Versatile (1d8)
Handaxe + 9 1d6 + 5 slashing 20/60 Light, Thrown
Warhammer + 9 1d8 + 5 bludgeoning Versatile (1d10)
Skill Name Total Ability Proficiency Temp.
Acrobatics + 2 DEX ( 2 ) + 0 + 0
Animal Handling + 4 WIS ( 4 ) + 0 + 0
Arcana + 1 INT ( 1 ) + 0 + 0
Athletics + 9 STR ( 5 ) + 4 + 0
Deception + 1 CHA ( 1 ) + 0 + 0
History + 1 INT ( 1 ) + 0 + 0
Insight + 8 WIS ( 4 ) + 4 + 0
Intimidation + 1 CHA ( 1 ) + 0 + 0
Investigation + 1 INT ( 1 ) + 0 + 0
Medicine + 8 WIS ( 4 ) + 4 + 0
Nature + 1 INT ( 1 ) + 0 + 0
Perception + 8 WIS ( 4 ) + 4 + 0
Performance + 1 CHA ( 1 ) + 0 + 0
Persuasion + 1 CHA ( 1 ) + 0 + 0
Religion + 1 INT ( 1 ) + 0 + 0
Sleight of Hand + 2 DEX ( 2 ) + 0 + 0
Stealth + 2 DEX ( 2 ) + 0 + 0
Survival + 4 WIS ( 4 ) + 0 + 0
Other Proficiencies
Tool Proficiencies: Navigator’s Tools
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Languages: Common, Auran
+ 1 Silver Trident, Handaxe, Warhammer, Chain Mail, Mariner’s Half Plate, Shield, Bag of Holding, Belt of Hill Giant Strength, Cloak of Protection, Wand of the War Mage + 1, Backpack, Bedroll, Blanket, Component pouch, Healers kit x2, Holy symbol, Mess kit, Navigator’s tools, playing cards, rations x10, hempen rope 50’, tent, tinderbox, torch x10, waterskin
Total Weight Carried: 94/315 lbs.
Current Cash: 122 gp, 0 sp, 0 cp
Channel Divinity (2/short rest)
Channel diving energy directly from your deity.
Channel Divinity: Destructive Wrath
When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Channel Divinity: Turn Undead (DC 16 Wis)
Undead within 30’ must make a Wis save or flee.
Destroy Undead (CR 2)
Turned undead are destroyed instead of turned if below a certain CR.
Divine Intervention (11%)
You may pray for and receive aid from your deity.
Divine Strike (1d8 thunder damage, 1/round)
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage.
Thunderbolt Strike
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10’ away from you.
Wrath of the Storm (2d8 lightning or thunder damage, 5/day, DC 16 Dex)
When a creature within 5 feet of you that you can see hits you with an attack, you may use your reaction to cause lightning or thunder damage to it. The creature must make a DC 16 Dex save or take 2d8 lighting or thunder damage (your choice), or half that damage on a successful save.
SPELLS (Cleric)
Spell Attack: + 9
Spell Save DC: 16
Light, Mending, Sacred Flame, Spare the Dying, Thaumaturgy
1st Level
Bless, Cure Wounds, Fog Cloud, Healing Word, Thunderwave
2nd Level
Gust of Wind, Hold Person, Prayer of Healing, Shatter, Spiritual Weapon
3rd Level
Call Lightning, Dispel Magic, Mass Healing Word, Revivify, Sleet Storm
4th Level
Banishment, Control Weather, Freedom of Movement, Ice Storm
5th Level
Contagion, Destructive Wave, Insect Plague, Mass Cure Wounds
6th Level
Blade Barrier, Heal
Personality Traits
Friends – I’m always there for my mates. They can rely on me no matter what.
Sailing – New ports bring new bars which brings new ales which brings new friends.
People – I am not committed to ideals but instead to my crewmates.
Vengeance – My captain and crewmates were murdered by ruthless pirates. They plundered our ship leaving me to die. I seek vengeance against them.
Drinking – I have trouble stopping once I start drinking. It tastes too good.
Ship’s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Vou might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that wiII meet your every need. Your Dungeon Master wiII determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Born to a Varisian fisherman and his wife during the worst storm in years, Taranis had always displayed an affinity toward the sea and weather. His mother Talia often spoke of how Taranis was a gift from Gozreh and was blessed with many talents. His father Sam would frequently take Taranis out fishing to warn of any possible storms, as he could somehow always sense them hours before any signs would appear. On one such day when Taranis was 6 and they were returning home, a horrible scene awaited them as the small fishing village they called home was destroyed and burning. Sam and Taranis scoured the remains of their home and found no sign of Talia. A few other men who had been out fishing as well said that giants had taken the villagers and livestock north. Sam gathered what villagers remained and took fishing boats north in hopes of finding the lost villagers, dropping Taranis off at a Temple of Gozreh on the way. What Taranis did not know was that as he watched the fishing boats sink over the horizon, it would be the last he ever saw of his parents.

Training as a Cleric came easily to Taranis and by his 18th birthday he had learned everything he could at this small Temple. His teachers encouraged him to get out and experience the world, as well as track down any other followers of Gozreh that could train him further. As a parting gift he was given a wand, decorated with scenes of storms and the sea (Wand of the War Mage 1) as well as an ornate silver trident (1 silver trident).

After a couple years of traveling Varisia, Taranis eventually found his way to Sandpoint where he quickly met a loudmouthed captain named Ripley Reeves who was in need of a deckhand for his ship “The Falling Star”. Taranis, longing to return to the sea agreed to join the crew. The ship had a crew of about a dozen men and women that would often fluctuate at every port. The ship’s main haul was cargo as well as six passenger cabins that were often occupied by fascinating people to talk to. Taranis grew to love the freedom and adventure of being a sailor. What was supposed to be a job for a few weeks turned into months, then turned into years. Captain Ripley became a father figure to Taranis, showing him how to run a ship and eventually making him the first mate of The Falling Star. He was a kind and fair man, but when cheated or angered would display strength far beyond that which he appeared to possess. With Ripley’s skills as a captain and Taranis’s uncanny ability to navigate around storms and through rough seas, The Falling Stars reputation was growing. While business had never been better, a large target was also being drawn on The Falling Star by more sinister forces. On rout to Sandpoint with a full cargo hold and passenger cabins, The Falling Star came under attack. Multiple pirate ships had managed to dock and board the ship without raising any alarm. Taranis mustered the full power or Gozreh, creating a storm that heaved all ships involved and brought lightning strikes down upon as many pirates as he could see. Looking around at the people who had become his family dead and dying on the deck of the ship overwhelmed him with grief. Then in an instant the grief was eclipsed by sharp pain originating from the three bolts protruding from his chest. When Taranis looked up he saw the Pirate captain advancing with a great axe to finish him off. In the final moments before the blade fell Ripley dove to absorb the blow himself, knocking Ripley and Taranis overboard into the seas cold, dark embrace….

To his surprise, Taranis opened his eyes to a blue sky, the sound of waves crashing, and the overwhelming stench of infection. Ripley had managed to drag them to shore and bandage Taranis’s wounds. The sound of a cough and groan drew his attention to Ripley who was propped up against a rock shirtless, attempting to dress the gash caused by the pirates axe. Ripley explained that he did not have long before the poison that coated the axe and infection would overtake him. He explained that some of the passengers and crew had betrayed them to the pirates and that Taranis needed to take his belt and armor (Belt of Giant strength, Mariner’s Half Plate) and bring the traitors to justice. With Ripley’s last breath he muttered “I love you son”, and Taranis promised he would hunt down who was responsible for the atrocities aboard The Falling Star.

Taranis Quinn

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