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Chapter 2: Weight of the Lowly


Peacemonger

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Barris Astelan
Human Scribe 8


AC 18

HP 48/48

HD 8/8d6


1st 4/4

2nd 3/3

3rd 2/2

4th 2/2


Condition Normal

Forum Sheet

 

"Unfinished business..." Barris can't help but sigh at the Abbess's phrasing, perhaps letting a bit of uncharacteristic annoyance show on his face. As though refusing to bring an unarmed woman along on a journey that could easily be perilous is unreasonable, or... Rather than stew over the remains of the stew, he nods and stands up, pushing his chair back in. Momentum will carry through where conscious thought remains jumbled and, frankly, somewhat lost. "If you see no reason to assume my presence will make matters worse, then I'll accompany you, Mother Abbess."

 

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Calar, Argus, and Callie are left to eat to continue to reflect about Barrow, their faith, and one another. It's a good day, yet a sobering one. Whereas Arbormast held economic promise, but spiritual barriers, this place feels so easy to win over, and yet that is in part because they have very little to hold onto instead. Still, even if they can't solve all their problems, they have done their part.

At least for most.

 

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Even if Aurelia hadn't sent her steed, finding the young woman would've been child's play. There's only so many buildings, and only so many with candlelight. The two find her, her name still unknown, simply sitting in an old chair, staring at the fire of her candle. She looks tired, sad, and perhaps most of all lonely. There are no proper windows, only holes to look into. The door is not locked because there is no functioning lock, and it's already half open for she hadn't bothered to close it.

She turns her head around to see the two pilgrims at the door. "Oh. What can I do for you." The words are hollow and she turns back to look at the fire. A quick glance around she has no books, no art, nothing of much value. She's likely staring at the fire because it's the most beautiful thing for her to look at.

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Barris Astelan
Human Scribe 8


AC 18

HP 48/48

HD 8/8d6


1st 4/4

2nd 3/3

3rd 2/2

4th 2/2


Condition Normal

Forum Sheet

 

"Well, before anything else... I would like to apologize for upsetting you this afternoon," Barris says, choosing his words carefully and speaking soothingly. Aurelia is just behind the doorframe, her expression stern, and for a moment Barris feels like he's a student again, being led to apologize by one of the sisters. "Before, you said you didn't want to go to Vanaris. If you'd be willing, I'd like to know what it is you do want to do... but first, I don't believe I caught your name, either." The Abbess's gaze is ticklish from the side, but Barris keeps his eyes on the young woman. That feeling from before is still present, still strong - without another way out, this woman has nothing.

 

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[fieldset=Seladriel Aurelia Dulac][table=2,1] [r=1,1][img2=150]https://cdn.donmai.us/original/b9/28/__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg[/img2] [r=2,1][center][b][url=https://test.myth-weavers.com/sheets/?id=2784929][font=palatino linotype][size=4][color=Silver]Seladriel Aurelia Dulac[/color][/size][/font][/url][/b] [I]High Elf Devotion Paladin 8[/I] [b]HP:[/b] 68/68 [b]HD:[/b] 8/8d10 [b]AC:[/b] 21 [b]Divine Sense:[/b] 5/5 LR [b]Lay on Hands:[/b] 40/40 LR [b]Spell Slots:[/b] 4/4 L1 3/3 L2 LR [b]Spell Save DC:[/b] 15 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Statblock and Rolls][spoiler=Statblock][CENTER][table=3,1][r=1,1][URL="https://test.myth-weavers.com/sheets/?id=2784929"][size="4"][b]Seladriel Aurelia Dulac[/b][/size][/URL] [r=2,1] [B]Female Elf Paladin 8[/B] [r=3,1] [B]Lawful Good Acolyte[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 14/+2 [B]INT:[/B] 8/-1 [B]WIS:[/B] 10/0 [B]CHA:[/B] 18/+4 [B]Proficiency Bonus:[/B] +3 [B]Saves:[/B] Charisma, Wisdom [r=2,1] [B]INIT:[/B] +4 [B]Speed:[/B] 30 [B]AC:[/B] 21 [B]HD:[/B] 8d10 [B]Passive Perception:[/B] 13 [B]Languages:[/B] Common, Elf, Celestial, Abyssal [B]Proficiencies:[/B] Pipe Organ [B]Background Feature:[/B] [OOC=Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/table][/spoiler] [spoiler=Abilities and Features][OOC=Divine Sense]The 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.[/OOC] [OOC=Lay on Hands]Your 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 × 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.[/OOC] [OOC=Divine Smite]Starting 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.[/OOC] [OOC=Fighting Style - Defense]Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC.[/OOC] [OOC=Spellcasting]Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. 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.[/OOC] [OOC=Divine Health]By 3rd level, the divine magic flowing through you makes you immune to disease.[/OOC] [OOC=Sacred Oath - Channel Divinity]Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.[/OOC] [OOC=Oath of Devotion]The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike[/OOC] [OOC=Channel Divinity - Sacred Weapon]As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.[/OOC] [OOC=Channel Divinity - Turn the Unholy]As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.[/OOC] [OOC=ASI - +2 Charisma]When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/OOC] [OOC=Aura of Protection]Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=Aura of Devotion]Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=ASI +2 Dex]When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Feat - Defensive Duelist]When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.[/OOC] [OOC=Darkvision]Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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 can't discern color in darkness, only shades of gray.[/OOC] [OOC=Keen Senses]You have proficiency in the Perception skill.[/OOC] [OOC=Fey Ancestry]You have advantage on saving throws against being charmed, and magic can't put you to sleep.[/OOC] [OOC=Trance]Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.[/OOC] [OOC=Elf Weapon Training]You have proficiency with the longsword, shortsword, shortbow, and longbow.[/OOC] [OOC=Cantrip - Minor Illusion]You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.[/OOC] [OOC=Background Feature - Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/spoiler] [spoiler=Combat] [noparse] [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] [/noparse] [/spoiler] [spoiler=Saves] [noparse] [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] [/noparse] [/spoiler] [spoiler=Skills] [noparse] [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] [/noparse] [/spoiler] [spoiler="Magic"][spoiler="Spellcasting"]By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. 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.[/spoiler] [B]Spell Save DC: [/B] 8 + Prof Bonus + Ability Modifier = 15 [B]Spell Attack Modifier: [/B] Prof Bonus + Ability Modifier = 7 [b]Cantrips[/b] Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth [OOC=Minor Illusion]Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.[/OOC] [OOC=Shield of Faith]1st-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.[/OOC] [OOC=Bless]1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/OOC] [OOC=Command]1st-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.[/OOC] [OOC=Divine Favor]1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.[/OOC] [OOC=Detect Magic]1st-level divination (ritual) 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.[/OOC] [OOC=Ceremony]1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.[/OOC] [OOC=Protection from Evil and Good]1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.[/OOC] [OOC=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.[/OOC] [OOC=Find Steed]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Lesser Restoration]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Zone of Truth]2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.[/OOC] [OOC=Prayer of Healing]2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.[/OOC][/spoiler] [SPOILER=Equipment]Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes [OOC=Alundair - Holy Avenger Rapier] Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.[/OOC] [OOC=Mithral Plate]Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.[/OOC] 115 GP[/SPOILER][/spoiler][/fieldset]
Seladriel Aurelia Dulac
__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg
Seladriel Aurelia Dulac
High Elf Devotion Paladin 8
HP: 68/68
HD: 8/8d10
AC: 21
Divine Sense: 5/5 LR
Lay on Hands: 40/40 LR
Spell Slots: 4/4 L1 3/3 L2 LR
Spell Save DC: 15
Status: Normal and Healthy

Statblock and Rolls

 

Statblock

 

Seladriel Aurelia Dulac Female Elf Paladin 8 Lawful Good Acolyte
STR: 10/0
DEX: 18/+4
CON: 14/+2
INT: 8/-1
WIS: 10/0
CHA: 18/+4
Proficiency Bonus: +3
Saves: Charisma, Wisdom
INIT: +4
Speed: 30
AC: 21
HD: 8d10
Passive Perception: 13
Languages: Common, Elf, Celestial, Abyssal
Proficiencies: Pipe Organ
Background Feature: Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

 

Abilities and Features

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 × 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.

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.
Fighting Style - DefenseFighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

SpellcastingSpellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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 HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath - Channel DivinitySacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power

3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

Oath of DevotionThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty.

Don't lie or cheat. Let your word be your promise.

Courage.

Never fear to act, though caution is wise.

Compassion.

Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor.

Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty.

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Devotion SpellsPaladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.

ASI - +2 CharismaWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

ASI +2 DexWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Feat - Defensive DuelistWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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 can't discern color in darkness, only shades of gray.
Keen SensesYou have proficiency in the Perception skill.
Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.
TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip - Minor IllusionYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Background Feature - Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Combat

[roll=Initiative]1d20+4z[/roll]

[roll=Alundair]1d20+10z 1d8+7z[/roll]
[roll=Rapier]1d20+7z 1d8+4z[/roll]

[roll=Hit Dice]1d10+2z[/roll]

Saves

[roll=STR Save]1d20+4z[/roll]
[roll=DEX Save]1d20+8z[/roll]
[roll=CON Save]1d20+6z[/roll]
[roll=INT Save]1d20+3z[/roll]
[roll=WIS Save]1d20+7z[/roll]
[roll=CHA Save]1d20+11z[/roll]

Skills

[roll=Acrobatics (Dex)]1d20+4z[/roll]
[roll=Animal Handling (Wis)]1d20z[/roll]
[roll=Arcana (Int)]1d20-1z[/roll]
[roll=Athletics (Str)]1d20+3z[/roll]
[roll=Deception (Cha)]1d20+4z[/roll]
[roll=History (Int)]1d20-1z[/roll]
[roll=Insight (Wis)]1d20z[/roll]
[roll=Intimidation (Cha)]1d20+4z[/roll]
[roll=Investigation (Int)]1d20-1z[/roll]
[roll=Medicine (Wis)]1d20z[/roll]
[roll=Nature (Int)]1d20-1z[/roll]
[roll=Perception (Wis)]1d20+3z[/roll]
[roll=Performance (Cha)]1d20+7z[/roll]
[roll=Persuasion (Cha)]1d20+7z[/roll]
[roll=Religion (Int)]1d20+2z[/roll]
[roll=Sleight of Hand (Dex)]1d20+4z[/roll]
[roll=Stealth (Dex)]1d20+4z[/roll]
[roll=Survival (Wis)]1d20z[/roll]

"Magic"

 

"Spellcasting"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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.


Spell Save DC: 8 + Prof Bonus + Ability Modifier = 15
Spell Attack Modifier: Prof Bonus + Ability Modifier = 7

Cantrips Minor Illusion

1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary

2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth

Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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.

Bless1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature 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.

Divine Favor1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Detect Magic1st-level divination (ritual)
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Ceremony1st-level abjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement.

You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water.

You touch one vial of water and cause it to become holy water.
Coming of Age.

You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication.

You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite.

You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding.

You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Protection from Evil and Good1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Sanctuary1st-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.

Find Steed2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Lesser Restoration2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Zone of Truth2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Prayer of Healing2nd-level evocation

Casting Time: 10 minutes

Range: 30 feet

Components: V

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

 

Equipment

Rapier
Shield
Bow and arrows
Explorer's Pack
Chainmail
Holy Symbol
Holy Symbol
Prayer Book
Incense
Vestments
Common Clothes
Alundair - Holy Avenger Rapier
Weapon (rapier), legendary (requires attunement by a Paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Mithral PlateMithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

115 GP

 

 

Aurelia nods her head in approval, even if she does remain close to give any advice... and to bear witness here. Even if they ultimately cannot help the girl, she should be listened and proper counsel be given. This is Barris task and she's glad at how now he is approaching it.

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The young woman's face changes, it's hard to fully read, but there's a mixture of emotions and the candlelight plays shadows across her face. "Gilly. And they said your name is Barris." No doubt the five had been the talk of the village. At least now there's a small relief of Gilly having a name, of not having to come up with some nickname like 'sad girl', or 'girl from Barrow', or 'young woman who ran away in tears.'

"What would I do in Vanaris? I... I've no trade. I'm not strong. I... I... c-can't read." The last is painful for her to say. "Maybe clean? Probably beg. And steal." Barris looks around. Her place is tidy enough, but it's not to the standard of cleanliness that would impress many, that would make her anything other than a poorly paid street sweeper. In Vanaris there's more hands wanting to take unskilled work than there's a need for.

"You said you're going somewhere dangerous. And then? Where will you go when you come back from the dangerous place? Where will you go after Vanaris? Will it be... safer then?" There's something there, she's trying to ask something, but not saying it directly.

 

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https://i.imgur.com/tyj5JlF.png

Barris Astelan
Human Scribe 8


AC 18

HP 48/48

HD 8/8d6


1st 4/4

2nd 3/3

3rd 2/2

4th 2/2


Condition Normal

Forum Sheet

 

"Gilly. It's my pleasure," Barris says, moving just a little closer. There's noplace to sit, but he doesn't want to loom over her, or talk down to her. Her words, and the despair in them, bite into him. Calar is trying to grow seeds in fallow ground, by exhorting the sprouts to stand up straighter and reach higher. These people aren't lacking in effort or work, but there is truly nothing here for them to support themselves with. They would fight for survival if given even a single toehold to scrabble against. Barris looks at Gilly, then glances back toward the door, toward the Abbess, and sighs.

"Gilly, I... there's something I haven't told my fellow travelers," he says softly. "I'm... sick. It won't pass to anyone else, mind— this is a sickness in my blood, passed down from my mother. It's incurable, and from my memory, once it begins to progress, it... well." He folds his hands in front of him, gathering his words. It surprises him how even his tone is. "When the Pilgrimage is complete, I intend to spend the time I have left compiling a record of our journey, the current state of the Faith, anything else I can think of... Poems, maybe..." He takes a breath, then forges ahead. "And I'll do so here in Barrow, if you all will have me. You won't need to concern yourselves much with my health or upkeep, and if I'm lucky, I'll be able to teach as many as are willing— letters and numbers, history perhaps, how to barter without being taken advantage of. I'll pass on everything I can, and hopefully it will serve you all well."

"As for where you can go after that..." Barris opens his bag and pulls out a small silken kerchief, carefully folded and tucked into an interior pocket, and smiles. "I do have some connections I could reach out to."

 

Edited by RedSavant (see edit history)
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[fieldset=Seladriel Aurelia Dulac][table=2,1] [r=1,1][img2=150]https://cdn.donmai.us/original/b9/28/__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg[/img2] [r=2,1][center][b][url=https://test.myth-weavers.com/sheets/?id=2784929][font=palatino linotype][size=4][color=Silver]Seladriel Aurelia Dulac[/color][/size][/font][/url][/b] [I]High Elf Devotion Paladin 8[/I] [b]HP:[/b] 68/68 [b]HD:[/b] 8/8d10 [b]AC:[/b] 21 [b]Divine Sense:[/b] 5/5 LR [b]Lay on Hands:[/b] 40/40 LR [b]Spell Slots:[/b] 4/4 L1 3/3 L2 LR [b]Spell Save DC:[/b] 15 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Statblock and Rolls][spoiler=Statblock][CENTER][table=3,1][r=1,1][URL="https://test.myth-weavers.com/sheets/?id=2784929"][size="4"][b]Seladriel Aurelia Dulac[/b][/size][/URL] [r=2,1] [B]Female Elf Paladin 8[/B] [r=3,1] [B]Lawful Good Acolyte[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 14/+2 [B]INT:[/B] 8/-1 [B]WIS:[/B] 10/0 [B]CHA:[/B] 18/+4 [B]Proficiency Bonus:[/B] +3 [B]Saves:[/B] Charisma, Wisdom [r=2,1] [B]INIT:[/B] +4 [B]Speed:[/B] 30 [B]AC:[/B] 21 [B]HD:[/B] 8d10 [B]Passive Perception:[/B] 13 [B]Languages:[/B] Common, Elf, Celestial, Abyssal [B]Proficiencies:[/B] Pipe Organ [B]Background Feature:[/B] [OOC=Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/table][/spoiler] [spoiler=Abilities and Features][OOC=Divine Sense]The 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.[/OOC] [OOC=Lay on Hands]Your 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 × 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.[/OOC] [OOC=Divine Smite]Starting 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.[/OOC] [OOC=Fighting Style - Defense]Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC.[/OOC] [OOC=Spellcasting]Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. 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.[/OOC] [OOC=Divine Health]By 3rd level, the divine magic flowing through you makes you immune to disease.[/OOC] [OOC=Sacred Oath - Channel Divinity]Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.[/OOC] [OOC=Oath of Devotion]The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike[/OOC] [OOC=Channel Divinity - Sacred Weapon]As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.[/OOC] [OOC=Channel Divinity - Turn the Unholy]As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.[/OOC] [OOC=ASI - +2 Charisma]When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/OOC] [OOC=Aura of Protection]Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=Aura of Devotion]Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=ASI +2 Dex]When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Feat - Defensive Duelist]When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.[/OOC] [OOC=Darkvision]Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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 can't discern color in darkness, only shades of gray.[/OOC] [OOC=Keen Senses]You have proficiency in the Perception skill.[/OOC] [OOC=Fey Ancestry]You have advantage on saving throws against being charmed, and magic can't put you to sleep.[/OOC] [OOC=Trance]Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.[/OOC] [OOC=Elf Weapon Training]You have proficiency with the longsword, shortsword, shortbow, and longbow.[/OOC] [OOC=Cantrip - Minor Illusion]You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.[/OOC] [OOC=Background Feature - Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/spoiler] [spoiler=Combat] [noparse] [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] [/noparse] [/spoiler] [spoiler=Saves] [noparse] [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] [/noparse] [/spoiler] [spoiler=Skills] [noparse] [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] [/noparse] [/spoiler] [spoiler="Magic"][spoiler="Spellcasting"]By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. 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.[/spoiler] [B]Spell Save DC: [/B] 8 + Prof Bonus + Ability Modifier = 15 [B]Spell Attack Modifier: [/B] Prof Bonus + Ability Modifier = 7 [b]Cantrips[/b] Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth [OOC=Minor Illusion]Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.[/OOC] [OOC=Shield of Faith]1st-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.[/OOC] [OOC=Bless]1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/OOC] [OOC=Command]1st-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.[/OOC] [OOC=Divine Favor]1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.[/OOC] [OOC=Detect Magic]1st-level divination (ritual) 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.[/OOC] [OOC=Ceremony]1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.[/OOC] [OOC=Protection from Evil and Good]1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.[/OOC] [OOC=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.[/OOC] [OOC=Find Steed]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Lesser Restoration]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Zone of Truth]2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.[/OOC] [OOC=Prayer of Healing]2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.[/OOC][/spoiler] [SPOILER=Equipment]Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes [OOC=Alundair - Holy Avenger Rapier] Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.[/OOC] [OOC=Mithral Plate]Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.[/OOC] 115 GP[/SPOILER][/spoiler][/fieldset]
Seladriel Aurelia Dulac
__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg
Seladriel Aurelia Dulac
High Elf Devotion Paladin 8
HP: 68/68
HD: 8/8d10
AC: 21
Divine Sense: 5/5 LR
Lay on Hands: 40/40 LR
Spell Slots: 4/4 L1 3/3 L2 LR
Spell Save DC: 15
Status: Normal and Healthy

Statblock and Rolls

 

Statblock

 

Seladriel Aurelia Dulac Female Elf Paladin 8 Lawful Good Acolyte
STR: 10/0
DEX: 18/+4
CON: 14/+2
INT: 8/-1
WIS: 10/0
CHA: 18/+4
Proficiency Bonus: +3
Saves: Charisma, Wisdom
INIT: +4
Speed: 30
AC: 21
HD: 8d10
Passive Perception: 13
Languages: Common, Elf, Celestial, Abyssal
Proficiencies: Pipe Organ
Background Feature: Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

 

Abilities and Features

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 × 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.

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.
Fighting Style - DefenseFighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

SpellcastingSpellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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 HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath - Channel DivinitySacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power

3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

Oath of DevotionThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty.

Don't lie or cheat. Let your word be your promise.

Courage.

Never fear to act, though caution is wise.

Compassion.

Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor.

Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty.

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Devotion SpellsPaladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.

ASI - +2 CharismaWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

ASI +2 DexWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Feat - Defensive DuelistWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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 can't discern color in darkness, only shades of gray.
Keen SensesYou have proficiency in the Perception skill.
Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.
TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip - Minor IllusionYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Background Feature - Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Combat

[roll=Initiative]1d20+4z[/roll]

[roll=Alundair]1d20+10z 1d8+7z[/roll]
[roll=Rapier]1d20+7z 1d8+4z[/roll]

[roll=Hit Dice]1d10+2z[/roll]

Saves

[roll=STR Save]1d20+4z[/roll]
[roll=DEX Save]1d20+8z[/roll]
[roll=CON Save]1d20+6z[/roll]
[roll=INT Save]1d20+3z[/roll]
[roll=WIS Save]1d20+7z[/roll]
[roll=CHA Save]1d20+11z[/roll]

Skills

[roll=Acrobatics (Dex)]1d20+4z[/roll]
[roll=Animal Handling (Wis)]1d20z[/roll]
[roll=Arcana (Int)]1d20-1z[/roll]
[roll=Athletics (Str)]1d20+3z[/roll]
[roll=Deception (Cha)]1d20+4z[/roll]
[roll=History (Int)]1d20-1z[/roll]
[roll=Insight (Wis)]1d20z[/roll]
[roll=Intimidation (Cha)]1d20+4z[/roll]
[roll=Investigation (Int)]1d20-1z[/roll]
[roll=Medicine (Wis)]1d20z[/roll]
[roll=Nature (Int)]1d20-1z[/roll]
[roll=Perception (Wis)]1d20+3z[/roll]
[roll=Performance (Cha)]1d20+7z[/roll]
[roll=Persuasion (Cha)]1d20+7z[/roll]
[roll=Religion (Int)]1d20+2z[/roll]
[roll=Sleight of Hand (Dex)]1d20+4z[/roll]
[roll=Stealth (Dex)]1d20+4z[/roll]
[roll=Survival (Wis)]1d20z[/roll]

"Magic"

 

"Spellcasting"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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.


Spell Save DC: 8 + Prof Bonus + Ability Modifier = 15
Spell Attack Modifier: Prof Bonus + Ability Modifier = 7

Cantrips Minor Illusion

1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary

2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth

Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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.

Bless1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature 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.

Divine Favor1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Detect Magic1st-level divination (ritual)
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Ceremony1st-level abjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement.

You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water.

You touch one vial of water and cause it to become holy water.
Coming of Age.

You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication.

You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite.

You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding.

You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Protection from Evil and Good1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Sanctuary1st-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.

Find Steed2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Lesser Restoration2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Zone of Truth2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Prayer of Healing2nd-level evocation

Casting Time: 10 minutes

Range: 30 feet

Components: V

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

 

Equipment

Rapier
Shield
Bow and arrows
Explorer's Pack
Chainmail
Holy Symbol
Holy Symbol
Prayer Book
Incense
Vestments
Common Clothes
Alundair - Holy Avenger Rapier
Weapon (rapier), legendary (requires attunement by a Paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Mithral PlateMithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

115 GP

 

 

And there it is... the truth, so carefully tucked away into his heart. What a stubborn man... what kind of life had he lived to drive him to this point? Long travels... connections spoken off in such a transactional matter... and that sheer need... not to be a bother to anyone else. She can understand not wanting pity, that it may be a bother... that it is something very personal to share with strangers and yet...A young human, speaking like a lonely old man... Quicker to say words to assuage others that his passing won't be an imposition on anyone else before sparring concern to what it means to him...

 

No... that's pretty shallow to think. Of course he has had to think of it. Specially in his life of solitude he has chosen for himself. A friendly and polite stranger, observing, practicing on his own... on the margins. She cannot help but to respect his integrity and strength of will... at the same time as the whole attitude deeply, horribly pisses her to hell and back. For now though... even as old and accustomed to death as she is, she gives herself the chance to be shocked at the revelation... to intake breath and to not ruin the moment... his offer and courage as he offers to do one more good deed for this place before he passes on.

 

For now, she says nothing... but she has more to say on this once she properly processes it. Once they leave the young lady.

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Argus enjoys the companionable silence of supper, but when Barris and Aurelia leave, he goes ahead and breaks that silence. "Well, Mother Superior is off playing matchmaker for young Barris now... what of you two?" He looks from Callie to Calar, then back. "Have Seladriel's and my stoic examples on this pilgrimage inspired you to follow the single life? Or is there someone back home? Someone who caught your eyes on this voyage? I am as capable of a meddlesome introduction as any old Paladin, after all."

 


Statblock

[b][url=https://test.myth-weavers.com/sheets/?id=2788524]Argus the Sentinel[/url][/b] [i]Human Fighter 8 LG[/i] [b]AC[/b] 17 [b]HP[/b] 76 [b]Speed[/b] 30ft [b]Str[/b] 18 (4) [b]Dex[/b] 9 (-1) [b]Con[/b] 16 (3) [b]Wis[/b] 14 (2) [b]Int[/b] 12 (1) [b]Cha[/b] 12 (1) [b]Attacks[/b] [b]Glaive +1 (slashing, heavy, reach. 2-hand)[/b] +8 1d10+1 [b]Handaxe (slashing, light, thrown 20/60)[/b] +7 1d6 [b]Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400)[/b] +2 1d10 [b]Net (special, thrown 5/15)[/b] +3 - [b][/b] Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).
Argus the Sentinel
Human Fighter 8 LG

AC 17 HP 76 Speed 30ft

Str 18 (4) Dex 9 (-1) Con 16 (3) Wis 14 (2) Int 12 (1) Cha 12 (1)

Attacks
Glaive +1 (slashing, heavy, reach. 2-hand) +8 1d10+1
Handaxe (slashing, light, thrown 20/60) +7 1d6
Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400) +2 1d10
Net (special, thrown 5/15) +3 -


Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls)
Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.)
Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2).
Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest.
Action Surge: On your turn, you can take one additional action. 1x per short or long rest.
Martial Archetype: Battle Master
Combat Superiority: 5 d8 superiority dice.
Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack.
Extra Attack: Attack 2x instead of 1x with Attack action.
Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).

 

 

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Gilly listens, and her face scrunches up a bit. As he finishes she shakes her head. "Why would you want to stay here? If you're sick, aren't there better places? Nice places than this?" There are. There's many. Barris is offering himself to stick around, and she's pushing him to go.

"I... I was trying to go with you. Not to Arbormast. Not to Vanaris. Not to anywhere in particular. Just... you." She looks more embarrassed and downtrodden than anything else at the moment. "I thought... you just looked so nice, and handsome, and fancy with those robes that... if I could stick around or something... had to be better than this."

And there it is. Barris had most of the right idea. She wants to leave. The missing piece is that she doesn't know how to thrive in a world far bigger than Barrow, and she's enough sense to know that a better life likely lies with someone who does. "You don't have to. Was just a thought. Just... I'm sorry you're dying. You shouldn't do it here though. Find a better place to do it."

 

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Barris Astelan
Human Scribe 8


AC 18

HP 48/48

HD 8/8d6


1st 4/4

2nd 3/3

3rd 2/2

4th 2/2


Condition Normal

Forum Sheet

 

"Ah..." After the teasing from Sir Argus and the Mother Abbess, Barris had done his best to convince himself that they were wrong, or at least off-base. He's no stranger to attention, but... "Well... perhaps you're not wrong. It's true that Barrow isn't high on my list." He smiles at her, knowing not to flatter the town or her situation. "But if I can help change that, then I would like to. And if you still desire to leave, letters are valued across the kingdom, numbers moreso. A woman who can read can serve a noblewoman as a handmaiden or enter a countinghouse, or join the postal service and travel across the land in the caravans with bundles of letters from afar. In ten years, you could be aboard a merchant ship as it comes into port in the sunny southern capitals." He realizes his own momentum, and slows down, not wanting to overwhelm the young woman.

"Gilly, I promise you that when the time comes that you want to leave, if I have any strength left in me, you will have the tools you need to do so. You will be able to find your way... and you won't be beholden to a sick old town, or a sick young man."

 

Edited by RedSavant (see edit history)
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22b96a7a120f6ec2b411ee24964fe7e5.jpg

Calar Amberwood
Human Cleric of Peace


AC 19

HP 67 

HD 8/8d8


Channel Divinity: 2/2

Spell Slots

1st: 4/4          2nd: 3/3

3rd: 3/3          4th: 2/2


Skills | Saves | Spells

Calar laughs at Argus and says, "Don't we have bigger things to worry about? Don't feelings need to grow over time? I have.... no time for such things. The Archpriest Alistair sends me wherever there is trouble, and I don't have much time to myself. And when I DO get time to myself, wouldn't it be selfish of me to keep Her gifts to myself? I spend my free time helping the sick or talking to people in the common."

It's not quite true, but true enough. The old paladin doesn't need to know everything.

*How about you, Argus? Despite what I hear in the halls of the temple, I'm sure you weren't born with that gray hair. Was there ever someone in your life?"

 

Tabletop

He's not being entirely truthful. Calar is very taken with Nysra, but it makes no sense to him to have strong feelings about someone that he hardly knows.

 

  

  

Edited by Shadeus (see edit history)
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Callie%20Hilltopple.png?raw=1

AC: 16 | HP: 51/51 | HD: 8/8
Animal Friendship: 1/1 | Misty Step: 1/1

Callie nods at Calar's words. "Aye, it's hard to find the time. Or to meet anyone! We hardly get any fresh blood at the temple." She pauses before continuing, figuring she probably ought to give the old man at least a bit of gossip. "There was this one bloke last summer; he came to help on the folks' farm. I thought we were getting on well, and he was definitely flirting. But it turned out I was second choice..." She sighs. "It's almost enough to make a woman choose to settle for the single life." In truth, she knew it was partially her fault things didn't work out: she hadn't been able to find enough time to give him. But he could have been far kinder in how he broke it to her, so she didn't have any compunctions about laying the blame on him.

Her frown vanishes quickly enough as another thought passes her mind, however. "Oh, that reminds me! Don't let me forget to tell Merridy that my brother's headed back to Vanaris. Those two were always... Well, there was something there."

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Gilly doesn't say anything, not at first. Here is someone who hasn't much hope in life, and now some Prince Charming has promised her the world and without even any sort of expectation whether service, gratitude, or even a kiss in return. It's a hard thing to believe. "I'll believe you when you come back, and do the things you're saying you'll do." It's one hundred percent protecting her own heart. She refuses to fully believe him not because he's shown any sign of deceit, only that it would be too heartbreaking if she fully gives in and he never returns.

"I'll pray to the Martyred Radiance until then."

There's likely more than a few converts in Barrow after this day, and yet here is one person who on her own now plans to offer prayer. It only took the promise to give her a new life.

"Thank you."

And with that, a mystery solved, a promise made, a task for once the Pilgrimage is complete.

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https://i.imgur.com/tyj5JlF.png

Barris Astelan
Human Scribe 8


AC 18

HP 48/48

HD 8/8d6


1st 4/4

2nd 3/3

3rd 2/2

4th 2/2


Condition Normal

Forum Sheet

 

It's getting late now, and the weight of promises exchanged seems to fill up Gilly's shack, not leaving much room for further small talk beyond polite good-nights. Barris feels a bit light-headed as he steps back up to the dirt road, looking around what little of the village can be seen from this vantage. It still hasn't quite sunk in yet, what he's promised. That these buildings will someday be as familiar to him as the stacks back in the cloister... for some time, at least.

"Well... I suppose it didn't take much drink at all, in the end," he says to the Abbess, after some moments of walking in silence. "What do you think? Will the Church sanction this mission?"

 

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[fieldset=Seladriel Aurelia Dulac][table=2,1] [r=1,1][img2=150]https://cdn.donmai.us/original/b9/28/__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg[/img2] [r=2,1][center][b][url=https://test.myth-weavers.com/sheets/?id=2784929][font=palatino linotype][size=4][color=Silver]Seladriel Aurelia Dulac[/color][/size][/font][/url][/b] [I]High Elf Devotion Paladin 8[/I] [b]HP:[/b] 68/68 [b]HD:[/b] 8/8d10 [b]AC:[/b] 21 [b]Divine Sense:[/b] 5/5 LR [b]Lay on Hands:[/b] 40/40 LR [b]Spell Slots:[/b] 4/4 L1 3/3 L2 LR [b]Spell Save DC:[/b] 15 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Statblock and Rolls][spoiler=Statblock][CENTER][table=3,1][r=1,1][URL="https://test.myth-weavers.com/sheets/?id=2784929"][size="4"][b]Seladriel Aurelia Dulac[/b][/size][/URL] [r=2,1] [B]Female Elf Paladin 8[/B] [r=3,1] [B]Lawful Good Acolyte[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 14/+2 [B]INT:[/B] 8/-1 [B]WIS:[/B] 10/0 [B]CHA:[/B] 18/+4 [B]Proficiency Bonus:[/B] +3 [B]Saves:[/B] Charisma, Wisdom [r=2,1] [B]INIT:[/B] +4 [B]Speed:[/B] 30 [B]AC:[/B] 21 [B]HD:[/B] 8d10 [B]Passive Perception:[/B] 13 [B]Languages:[/B] Common, Elf, Celestial, Abyssal [B]Proficiencies:[/B] Pipe Organ [B]Background Feature:[/B] [OOC=Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/table][/spoiler] [spoiler=Abilities and Features][OOC=Divine Sense]The 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.[/OOC] [OOC=Lay on Hands]Your 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 × 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.[/OOC] [OOC=Divine Smite]Starting 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.[/OOC] [OOC=Fighting Style - Defense]Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC.[/OOC] [OOC=Spellcasting]Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. 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.[/OOC] [OOC=Divine Health]By 3rd level, the divine magic flowing through you makes you immune to disease.[/OOC] [OOC=Sacred Oath - Channel Divinity]Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.[/OOC] [OOC=Oath of Devotion]The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike[/OOC] [OOC=Channel Divinity - Sacred Weapon]As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.[/OOC] [OOC=Channel Divinity - Turn the Unholy]As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.[/OOC] [OOC=ASI - +2 Charisma]When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/OOC] [OOC=Aura of Protection]Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=Aura of Devotion]Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=ASI +2 Dex]When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Feat - Defensive Duelist]When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.[/OOC] [OOC=Darkvision]Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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 can't discern color in darkness, only shades of gray.[/OOC] [OOC=Keen Senses]You have proficiency in the Perception skill.[/OOC] [OOC=Fey Ancestry]You have advantage on saving throws against being charmed, and magic can't put you to sleep.[/OOC] [OOC=Trance]Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.[/OOC] [OOC=Elf Weapon Training]You have proficiency with the longsword, shortsword, shortbow, and longbow.[/OOC] [OOC=Cantrip - Minor Illusion]You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.[/OOC] [OOC=Background Feature - Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/spoiler] [spoiler=Combat] [noparse] [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] [/noparse] [/spoiler] [spoiler=Saves] [noparse] [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] [/noparse] [/spoiler] [spoiler=Skills] [noparse] [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] [/noparse] [/spoiler] [spoiler="Magic"][spoiler="Spellcasting"]By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. 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.[/spoiler] [B]Spell Save DC: [/B] 8 + Prof Bonus + Ability Modifier = 15 [B]Spell Attack Modifier: [/B] Prof Bonus + Ability Modifier = 7 [b]Cantrips[/b] Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth [OOC=Minor Illusion]Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.[/OOC] [OOC=Shield of Faith]1st-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.[/OOC] [OOC=Bless]1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/OOC] [OOC=Command]1st-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.[/OOC] [OOC=Divine Favor]1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.[/OOC] [OOC=Detect Magic]1st-level divination (ritual) 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.[/OOC] [OOC=Ceremony]1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.[/OOC] [OOC=Protection from Evil and Good]1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.[/OOC] [OOC=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.[/OOC] [OOC=Find Steed]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Lesser Restoration]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Zone of Truth]2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.[/OOC] [OOC=Prayer of Healing]2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.[/OOC][/spoiler] [SPOILER=Equipment]Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes [OOC=Alundair - Holy Avenger Rapier] Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.[/OOC] [OOC=Mithral Plate]Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.[/OOC] 115 GP[/SPOILER][/spoiler][/fieldset]
Seladriel Aurelia Dulac
__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg
Seladriel Aurelia Dulac
High Elf Devotion Paladin 8
HP: 68/68
HD: 8/8d10
AC: 21
Divine Sense: 5/5 LR
Lay on Hands: 40/40 LR
Spell Slots: 4/4 L1 3/3 L2 LR
Spell Save DC: 15
Status: Normal and Healthy

Statblock and Rolls

 

Statblock

 

Seladriel Aurelia Dulac Female Elf Paladin 8 Lawful Good Acolyte
STR: 10/0
DEX: 18/+4
CON: 14/+2
INT: 8/-1
WIS: 10/0
CHA: 18/+4
Proficiency Bonus: +3
Saves: Charisma, Wisdom
INIT: +4
Speed: 30
AC: 21
HD: 8d10
Passive Perception: 13
Languages: Common, Elf, Celestial, Abyssal
Proficiencies: Pipe Organ
Background Feature: Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

 

Abilities and Features

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 × 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.

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.
Fighting Style - DefenseFighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

SpellcastingSpellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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 HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath - Channel DivinitySacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power

3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.

A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.

If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.

Oath of DevotionThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty.

Don't lie or cheat. Let your word be your promise.

Courage.

Never fear to act, though caution is wise.

Compassion.

Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor.

Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty.

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Devotion SpellsPaladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.

ASI - +2 CharismaWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

ASI +2 DexWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Feat - Defensive DuelistWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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 can't discern color in darkness, only shades of gray.
Keen SensesYou have proficiency in the Perception skill.
Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.
TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip - Minor IllusionYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Background Feature - Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Combat

[roll=Initiative]1d20+4z[/roll]

[roll=Alundair]1d20+10z 1d8+7z[/roll]
[roll=Rapier]1d20+7z 1d8+4z[/roll]

[roll=Hit Dice]1d10+2z[/roll]

Saves

[roll=STR Save]1d20+4z[/roll]
[roll=DEX Save]1d20+8z[/roll]
[roll=CON Save]1d20+6z[/roll]
[roll=INT Save]1d20+3z[/roll]
[roll=WIS Save]1d20+7z[/roll]
[roll=CHA Save]1d20+11z[/roll]

Skills

[roll=Acrobatics (Dex)]1d20+4z[/roll]
[roll=Animal Handling (Wis)]1d20z[/roll]
[roll=Arcana (Int)]1d20-1z[/roll]
[roll=Athletics (Str)]1d20+3z[/roll]
[roll=Deception (Cha)]1d20+4z[/roll]
[roll=History (Int)]1d20-1z[/roll]
[roll=Insight (Wis)]1d20z[/roll]
[roll=Intimidation (Cha)]1d20+4z[/roll]
[roll=Investigation (Int)]1d20-1z[/roll]
[roll=Medicine (Wis)]1d20z[/roll]
[roll=Nature (Int)]1d20-1z[/roll]
[roll=Perception (Wis)]1d20+3z[/roll]
[roll=Performance (Cha)]1d20+7z[/roll]
[roll=Persuasion (Cha)]1d20+7z[/roll]
[roll=Religion (Int)]1d20+2z[/roll]
[roll=Sleight of Hand (Dex)]1d20+4z[/roll]
[roll=Stealth (Dex)]1d20+4z[/roll]
[roll=Survival (Wis)]1d20z[/roll]

"Magic"

 

"Spellcasting"

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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.


Spell Save DC: 8 + Prof Bonus + Ability Modifier = 15
Spell Attack Modifier: Prof Bonus + Ability Modifier = 7

Cantrips Minor Illusion

1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary

2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth

Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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.

Bless1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature 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.

Divine Favor1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Detect Magic1st-level divination (ritual)
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Ceremony1st-level abjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement.

You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water.

You touch one vial of water and cause it to become holy water.
Coming of Age.

You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication.

You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite.

You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding.

You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Protection from Evil and Good1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Sanctuary1st-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.

Find Steed2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Lesser Restoration2nd-level conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Zone of Truth2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Prayer of Healing2nd-level evocation

Casting Time: 10 minutes

Range: 30 feet

Components: V

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

 

Equipment

Rapier
Shield
Bow and arrows
Explorer's Pack
Chainmail
Holy Symbol
Holy Symbol
Prayer Book
Incense
Vestments
Common Clothes
Alundair - Holy Avenger Rapier
Weapon (rapier), legendary (requires attunement by a Paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Mithral PlateMithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

115 GP

 

"We're on a Pilgrimage, Barris. I don't think it would have been in my means to fill you up with enough alcohol in your blood to cough up such precious secrets. Regardless... even if not, that's not my way. Back in the Cathedral... I have three quarters left of half a bottle given to my father for his seventh centennial by our family in the elven lands. When we make it back, I'll serve you a sip. Time slows to a crawl, as you take in the taste of a whole orchard... the range of flavor and texture, from sweet to bitter, encompassing life itself. It's a sublime taste truly worth to enjoy. Then it feels like the whole orchard itself punches you in the face and you get drunk off one sip. Or at least, I do" says Aurelia, letting out a little sigh as they walk back... thinking.

 

"Of course it will, Barris Astelan. Do not underestimate our institution, nor our faith. We've been mired in our own troubles. We lack resources and personnel to manage all the great relics we safeguard. Your magical talents and intellect, some may say, would be wasted in this place. There's plenty of others places where you may be do more good, either in sheer number of lives affected or in their 'quality'. If you start doing that math, even your prodigious brain will find no end to it. In the end, it doesn't matter, Barris Astelan. There are people in need here and you wish to offer your aid to them. Nobody in our faith can argue against that. Our Martyred Radiance gave her life to make sure no demonic invasion would threaten the lives of all goodly folks... that leaves us all with the choice to pick how we best aid our fellow men and women. They may try and I for sure will as well, try to persuade you to help them as well... but the power to help and the will to help are all you need to make a change. Our Faith has never lacked the will to offer up aid to others. Lately we have just struggled with the means"

 

"However... don't underestimate yourself either, Barris. A man of your talent can certainly accomplish what you mean to do here easier than you may imagine. Specially if you count with help. We have all seen the need here. Do not underestimate your fellow pilgrims as well, Barris" she says... though she can't look at him directly at that specific point. For she cannot promise... she can only hope. Humans all seem to live so little... yet even for her perception, this was a life being cut much too quickly... when it could cast light for so much longer. Yet, she is no profound healer despite her healing hands... she cannot understand what is wrong with the man's blood that causes his illness. She knows him to be a sage... to have spent his youth now surely seeking answers. If he says there is no cure, that means it is beyond the known arts of this land... likely even the wonders produced by the Luminary Staff.

 

That leaves Aurelia, on this path of faith, unable to give more reassurance than this... to add one more thing she can hope to pray for at her Lady's last resting place. One more reason to be on pilgrimage.

 

"I'll tell the others, if you'd rather not say the tale again. They should know what they must. And our travel shall continue as it has, Barris. Just the same, just that we shall better know what to do if it flares up as we go along" says Aurelia "As for what happens after... we shall only know after we get there. Our Lady awaits in her site of rest"

Edited by daltar (see edit history)
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