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Zorian Arakan, Half-Elf Paladin


BobtheWizard

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Zorian Arakan

Half-elf Paladin

 

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character sheet

 

PALADIN 3

Medium humanoid male (half-elf), Chaotic Good


Armor Class 20

Hit Points 31 ( 3/3 d10+3)
Speed 30' ft.


Senses darkvision 60'

Languages common, elf, goblin

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 17 (+3)
Save +3
Athletics +5


Dexterity 10 (+0) 
Save +0
Acrobatics +0 | Sleight of Hand +0 | Stealth +2D


Constitution 16 (+3)
Save +3
No skills associated.


Intelligence 8 (-1)
Save -1
Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1


Wisdom 10 (+2)
Save +2
Animal Handling +0 | Insight +0 | Medicine +0 | Perception +2 | Survival +2


Charisma 14 (+2) 
Save +2
Deception +2 | Intimidation +4 | Performance +2 | Persuasion +4

Bold denotes Proficiency(E) denotes expertise

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools none
  • Instruments flute
  • Weapons simple weapons, martial weapons
  • Armor all armor, shields

CLASS ABILITIES
Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
 | Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
 | Fighting Style, DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.
 | Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.


OATH OF REDEMPTION

TenetsThe tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
 | Oath SpellsYou gain oath spells at the paladin levels listed.

Oath of Redemption Spells
Paladin Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke's Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force
 | Emissary of PeaceYou can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. | Rebuke the ViolentYou can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.


RACIAL TRAITS
DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | Skill VersatilityYou gain proficiency in two skills of your choice.


FEATS
none

 

WEAPONS

WEAPONS

  • Longsword +5 to hit for (1d8+5) slashing | Versatile (d10)
  • Javelin +5 to hit for (1d6+5) piercing damage. | Thrown (30/120)
  • Dagger +5 to hit for (1d4+5) piercing damage. | Finesse, light, thrown (20/60)

 

SPELLS

SPELL SLOTS 3/3 (1st)

  • Spell Save DC: 12 | Spell Attack Mod: +4 | Spells Known: CHA + 1/2 level = 4

 

FIRST LEVEL

Sanctuary*1st-level abjuration

Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
(B) | Sleep*1st-level enchantment

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
| Shield of Faith1st-level abjuration

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
(B,C) | Cure Wounds1st-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
| Command1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
| Detect Magic (rit)Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

* Denotes Oath Spell, (B) denotes BA spell, (C) denotes concentration, (rit) denotes ritual

EQUIPMENT

 

MONEY POUCH

Copper: 0 | Silver: 10 | Gold: 9 | Obsidian: 0 | Platinum: 0


EQUIPMENT READIED

Equipped items can be retrieved with a manipulate item interaction.

  • Armor Splint Armor, Shield +1*
  • Weapons Longsword, Javelins x6, Dagger
  • Readied Items Holy Symbol

EQUIPMENT STORED

Stored items can be retrieved with an action.

  • In Backpack Backpack | Mess Kit | Tinderbox | Rations x 10 | Travelers Clothes | Crowbar | Flute
  • Strapped to Backpack Waterskin | 50' Hemp Rope | Bedroll & Blanket

EQUIPMENT NOT CARRIED (--)

  • At Home  none

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Shield +1 (family heirloom)


ATTUNED (0/3)

none

 

APPEARANCE

Age 21 | Height 6'1" | Weight 170 lbs. | Hair dark brown | Eyes blue


Zorian is a handsome, strong-looking young man. His clothes don't match those of the local area but are instead much more practical than fashionable. He carries himself with confidence and swagger, thinking he can either fight or talk his way out of any situation.

He can very easily fit in with both nobles or commoners, elves or humans. As a young child, he had access to human courts following his parents as ambassadors. As a slave, he learned hard work.

Despite his tragic background, he is optimistic. Maybe too optimistic. He will dive into problems without thinking about the consequences. He is not very trusting of people though. The death of his parents left him unsure of others, especially those seeking power of any kind.

He is assertive but flexible. He is quick to make recommendations but willing to change those if someone smarter than him comes up with another plan. He is not at all conscientious about following rules. He hates rules. He might break rules just to break them.

He is very empathetic to innocent or poor commoners. He does not have much empathy for civilized nobles. 

He is very courageous in dire straits. He will possibly get himself killed holding the line to protect the others, or running into trouble to rescue someone. He has faced setbacks before. He will quickly move on to the next plan. He is level headed, brave, and a little overconfident.

 

BACKGROUND

OUTLANDER
Source PHB


  • Personality Traits: Thinking is for other people. I prefer action. I'm confident in my own abilities and do what I can to instill confidence in others.
  • Ideals: I would run into a burning building to save a stranger’s child. Chains are meant to be broken, as are those who would forge them. 
  • Bonds: The light of my joy and courage will shine forth in all my deeds. Where there is good, beauty, love, and laughter in the world, I stand against the wickedness that would swallow it. 
  • Flaws: There's no room for caution in a life lived to the fullest. I have a terrible secret. 

Background Feature: WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


BACKSTORY

Raised as a noble in a nomadic wood elf tribe, his family was killed by a rival wood elf noble when Zorian was still a child. Under the new leader, the clan became much more brutal than the one he was born into. He was raised by the new leader but not treated well, essentially growing up as a slave. While he hated this time, it helped him become the stronger person he is now. He recently escaped with his family's heirloom shield and headed toward human civilization, finding himself in XXX for the past few months. He has vowed to never allow himself to be subjugated again and to free others enslaved against their will. He has no home or family to go back to and cannot go back to the woods where he lived or risk enslavement. The clan he escaped has sent hunters out to look for him who have tracked him down to XXX. He recently escaped them while hunting outside of town, so now is a good time for him to start looking for adventures.

 

Edited by BobtheWizard (see edit history)
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Kana Arakan (Half-elf Paladin 3) sheetspacer.png


AC: 20 | HP: 31/31 | Initiative: +0 | Passive Perception: 12 | FeaturesAdv. on saves vs. charm
Magic can't put to sleep
Divine Sense 3/3 LR 60'
Lay on Hands 15/15 LR
Spell slots, 1st 3/3 LR
Channel Divinity 1/1 SR
Peace +5 Persuasion
Rebuke Rx Radiant = damage dealt


Here is Kana, my half-elf redemption paladin. I think this will fit well with any druid. I'll try to work on a full application thread tomorrow.

 


Mechanics

Main Hand: empty
Off Hand: Shield


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

Edited by BobtheWizard (see edit history)
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