Brother Taklinn Lightbringer

Old dwarf Brother of the Holy Order of the Lightbringer


Class: Cleric 5
Background: Spy
Feat: Healer
STR 14 CON 9 DEX 12 INT 12 WIS 16 CHA 12
Languages: Common, Dwarvish, Elven
Hit Dice: 5d8
Hit Points: 23
Armor Class: 15

DC: 13 (8 + Wisdom modifier + proficiency bonus)
Cantrips: light, sacred flame, spare the dying, guidance, thaumaturgy
Domain Spells: burning hands, faerie fire, flaming sphere, scorching ray, daylight, fireball
1: (4) cure wounds, healing word
2: (3) spiritual weapon, prayer of healing
3: (2) beacon of hope, mass healing word

Attack and Damage
Balin, light warhammer: 1d20+4, 1d4+2
Borin, light warhammer: 1d20+4, 1d4

Proficiencies +2
Armor: Light armor, medium armor
Weapons: All simple weapons, battleaxe, handaxe, throwing hammer, and warhammer
Saving Throws: Wisdom, Charisma
Skills: Deception, Search, Stealth, Medicine
Tools: Disguise kit, thieves’ tools, healer’s kit

Speed: 25 feet. Your speed is not reduced by wearing heavy armor with which you have proficiency or for carrying a heavy load.
Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Weapon Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Stonecunning: You have advantage on any Intelligence (History) check related to the origin of particular stonework. Additionally, when exploring underground environments, you cannot become lost.
Languages: You can speak, read, and write Common and Dwarvish.
Armor Mastery: You have proficiency with light and medium armor. While wearing medium or heavy armor, you gain a +1 bonus to Armor Class.

Contact: You have a contact who acts as your liaison to a network of other spies. You know how to communicate with your contact over great distances (including through the use of magic for quicker communication if you have access to the appropriate spells or items) and typically can exchange information you have gathered for information you seek from your contact.
Skills: Deception, Search, Stealth
Tools: Disguise kit, thieves’ tools
Languages: Elven

As an action, you can use a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to
it, plus additional hit points equal to the creature’s level. The creature can’t benefit from this feat again until the creature completes a short rest or a long rest.

Cantrips: light, sacred flame,
Domain Spells: burning hands, faerie fire, flaming sphere, scorching ray, daylight, fireball
Flare: When a creature that you can see attacks you, you can use your reaction to cause light to flare before the attacker. This light imposes disadvantage on the attack roll. An attacker that cannot be blinded is immune to this feature.
Channel Divinity (Turn Undead): As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead creature within 25 feet of you must make a Wisdom saving throw (DC 10 + your Wisdom modifier + your spellcasting bonus), unless the creature has total cover against you. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. If such a creature has a hit point maximum equal to or lower than your cleric level multiplied by 5, the creature is destroyed instead of turned. A turned creature must spend its turns trying to move as far away from you as it can, and it cannot willingly move closer than within 25 feet of you. It cannot take reactions, and it can use its actions only to hustle or to try to escape from an effect that prevents it from moving.
Channel Divinity (Radiance of the Dawn): As an action, you present your holy symbol, and any magical darkness within 25 feet of you is dispelled. Additionally, each enemy creature within 25 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw and half as much damage on a successful one.
Ritual Casting: You can cast any cleric spell as a ritual if you have the spell prepared and the spell has a ritual version. To cast a spell as a ritual, you must add 10 minutes to the spell’s casting time, during which you undertake a prescribed ceremony that includes your holy symbol.

studded leather armor, light warhammers, holy symbol, flask of holy water, disguise kit, traveler’s clothes, healer’s kit (5) , satchel with secret compartment, ink, ink pen, paper (ten sheets), a mess kit, 50 feet of hempen rope, a tinderbox, ten torches, ten days of rations, a waterskin, a backpack, belt pouch containing 10 gp, 2 sp, and 8cp, two health potions, Taros’s Regenerative Ring, Scepter of Gwynn


Old, frail, and covered in the tattoos of his order’s ascetics, Taklinn has long been a servant of the Light – approximately 75 years now. He has not moved up in the ranks because he lacks any semblance of political ambition.

400 yrs ago: Taklinn is born.

300 yrs ago: Taklinn joins a stonemasons’ guild, as was custom in his family. (Not an esoteric order – actual stonemasons.)

200 yrs ago: After cleverly routing out corruption in his guild, Taklinn is recruited by the mountain dwarf military. (We really have to come up with a cultural/ethnic name for the mountain dwarves – I will think on this…)

80-120 yrs ago: Taklinn is an front-lines spymaster in the series of wars between the mountain dwarf clans and the neighboring human kingdoms which eventually entangled the humans’ halfling and hill dwarf allies. His duties included not only engaging in and directing actual missions but also training new recruits and spymasters (such as Algernon).

80 yrs ago: Taklinn has a ‘come to the light’ experience and joins a Lightbringer cloister.

75 yrs ago: Taklinn leaves the cloister and begins traveling, rebuilding the broken world with only a couple hammers and the light of his new faith. He started with the towns sundered by the Mountain Dwarf Wars, but the violence of the ensuing decades (from other wars) provided ample opportunity to serve. Due to his lifestyle and methods, Taklinn often finds himself in league with servants of the Lifegiver.

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Brother Taklinn Lightbringer

The Fortress of Zhon Lord_Ozric michaeldhm