Bulldog Posted April 9 Clone Share Posted April 9 (edited) Oluja Sturmborn Shield-Maiden of Perun, Thunder Wielder "Trust in the cruelty of the storm, I will bring its beauty upon our enemies." Paladin 5 Medium humanoid female Air Genasi, Neutral Good Armor Class 19 Hit Points 49 ( 5d10 + 15 ) Speed 35' ft. Senses darkvision, passive perception 11. Languages common, celestial Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 16 (+3) Save +3 Athletics +6 Dexterity 8 (-1) Save -1 Acrobatics -1 | Sleight of Hand -1 | Stealth -1 Constitution 16 (+3) Save +6 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +3 | Investigation +0 | Nature +0 | Religion +3 Wisdom 12 (+1) Save +4 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 Charisma 14 (+2) Save +5 Deception +2 | Intimidation +5 | Performance +2 | Persuasion +2 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Three-Dragon Ante Set, Woodcarver's Instruments none. Weapons Martial Weapons, Simple Weapons Armors Heavy Armor, Light Armor, Medium Armor, Shields PALADIN CLASS ABILITIES Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. | Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 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. | Dueling Fighting StyleWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Spell CastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing 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 = 13 Spell attack modifier = 5 Spellcasting Focus You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells. | Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. | 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. | Channel DivinityStorm Strike. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes 2d10 + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw. Turn the Unclean. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage. Channel Divinity: Storm Strike: 1 Action Channel Divinity: Turn the Unclean: 1 Bonus Action RACIAL TRAITS 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. | Unending BreathYou can hold your breath indefinitely while you’re not incapacitated. | Lightning ResistanceYou have resistance to lightning damage. | Mingle with the WindYou know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. FEATS Resilient (Con)Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. WEAPONS WEAPONS +1 Warhammer +7 to hit for (1d8+6) bludgeoning, magic damage. | Finesse Dagger +6 to hit for (1d4+5) piercing damage. | Finesse, light, thrown (20/60) Javelin +6 to hit for (1d6+5) piercing damage. | Simple, thrown, range (30/120) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Paladin - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 FIRST LEVEL (Paladin) Compelled Duel1st-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.(B,C) | Thunderous Smite1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.(B,C) | Heart to Heart1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a drop of your blood) Duration: 1 hour For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.* SECOND LEVEL (Paladin) Branding Smite2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.(B,C) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (145.99 lbs.) Weight: 145.99 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (3.94 lbs.) Copper: 0 | Silver: | Gold: 197 | Obsidian: | Platinum: 0 (197 Coins x .02 lbs. = 3.94 lbs. Total Weight) EQUIPEMENT READIED (80.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (66 lbs.) Splint Armor - 60 lbs. | Shield - 6 lbs. Weapons (13 lbs.) +1 Warhammer - 2 lbs. | Dagger - 1 lb. | Javellin - 10 lbs. Readied Items (2.5 lbs.) Holy Symbol - 1 lbs. | Potion of Healing - 0.5 lb. EQUIPMENT STORED (62 lbs.) Stored items can be retrieved with an action. In Backpack (36 lbs.) Backpack - 5 lbs. | (2) Blocks of Incense | Rations - 30 lbs. | (10) Candles | Censer | Tinderbox - 1lbs. | Vestments Strapped to Backpack (26 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Longbow - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home None. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE Age 35 | Height 6' | Weight 165 lbs. | Hair Radiant Yellow | Eyes Bright Yellow | Complexion Fair As you gaze upon Oluja for the first time, your attention is immediately captured by her commanding presence. Standing tall at six feet, she exudes the aura of a seasoned warrior tempered by divine forces. Her skin is fair, almost ethereal, providing a stark contrast to her vivid, electric yellow eyes that seem to crackle with contained lightning. Oluja's hair is a mesmerizing spectacle in itself—Radiant Yellow, it flows and whips around her head and shoulders as if caught in a perpetual gust of wind. This supernatural breeze that seems to follow her accentuates her otherworldly nature as an Air Genasi. Her hair frames a face marked by sharp, elegant features and an expression that balances stern resolve with a serene confidence. Her physique is both athletic and statuesque, indicative of her rigorous training and the strength required to wield her sacred powers. Her armor, adorned with motifs of thunder and stormy skies, clings to her form, enhancing her imposing figure without hindering her grace. The armor itself seems to shimmer with a subtle glow, hinting at its enchanted nature and the divine protection it offers. As she moves, there's a fluidity and assurance in her step—a warrior in tune with the elements and her own considerable power. To behold Oluja is to see the embodiment of the storm's might and the calm that follows, a duality that defines her essence as a paladin of Perun. BACKGROUND Amazon of Perunalia Source Midgard Personality Traits: Anyone who fights with skill deserves my respect, men and women alike. My nerve is as steady as an arrow’s flight. Ideals: Fairness. I treat everyone in an even-handed manner until they prove themselves unworthy. Bonds: My bow is a family heirloom and a symbol of my house. Flaws: I’ll never admit a fault to a man, and only rarely to another woman. Background Feature: Bred to the Bow: The care you show to your bow and arrows is unsurpassed. If you spend 1 hour maintaining your weapons and ammunition, for the next 24 hours you can recover all arrows that miss their target by spending 1 minute searching at the end of an encounter. Further, you decorate your arrows with colored fletching that denotes your rank among the amazons. You begin at the lowest rank with white fletching. Every 4 levels, you advance to the next color: green, blue, black, and finally red. You can expect deference and respect from any amazon you outrank, just as you are expected to defer to an amazon who outranks you. BACKSTORY Early Life Born under the tumultuous skies of the Amazon of Perunalia, Oluja’s birth was marked by an extraordinary meteorological event—a fierce storm that cleared as suddenly as it had arrived, which the local seers interpreted as an omen of her destined path. Raised in the matriarchal society of Perunalia, a land revered for its powerful female warriors and deep spiritual connections, Oluja grew up surrounded by tales of heroism and the divine acts of Perun, the God of War and Thunder. From a young age, she was immersed in the rigorous training typical of Perunalian Amazons, mastering archery as her first rite of passage. However, her unique connection to the air around her—being able to sense changes in pressure and mood—set her apart. This affinity was not just physical but spiritual, guiding her towards a deeper calling. The Oath and Divine Intervention As she matured, Oluja felt a profound connection to the storms that frequently swept through her homeland. During one such tempest, she ventured alone into the heart of the storm, driven by an inexplicable pull. At the storm’s peak, she experienced a vision of Perun, who spoke of a path laid out for her beyond the traditional duties expected of her as an Amazon. Inspired and humbled, she took the Oath of Thunder, dedicating herself to Perun and vowing to wield the storm's might to protect and rejuvenate her people. Paladin of Perun Oluja’s training as a paladin began under the tutelage of the Storm Priestesses of Perunalia. She learned to channel her divine powers, focusing on protection and rebirth. Her ability to manipulate the winds and call upon the thunder became signatures of her combat style, earning her a revered place among her people. Protector and Emissary Recognized for her prowess and wisdom, Oluja was soon tasked with not only defending Perunalia but also representing it in the wider world. Her missions have taken her across lands and seas, where she has forged alliances and faced adversaries that threatened her homeland and the balance of the natural world. Her journeys have also been quests for knowledge, seeking ancient relics and texts that hold the secrets to further harnessing her elemental powers. Current Challenges Recently, Oluja’s has been traveling with a group of her companions searching for the location of the legendary Rultmoork spire. The realization that they might be on the brink of rediscovering a lost site of great power and historical significance fuels her resolve as she trudges ever onward. Edited April 19 by Bulldog (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 19 Clone Share Posted April 19 Reminder: Less than 48 hours to finish this up before final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bulldog Posted April 19 Author Clone Share Posted April 19 2 hours ago, bwatford said: Reminder: Less than 48 hours to finish this up before final selection. Oluja is Done and ready for review! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 20 Clone Share Posted April 20 Thanks for the application, I have marked them as completed. Good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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