rogueblade0729 February 22 Sir Belithar Galviston The Templer gave the boy a friendly smile and nod. It did not seem all that long ago when he was in the stablehand's shoes, though he was but a babe when his humble beginnings were taken from him. "May Artema's blessings be upon you, boy," Sir Belithar replied, rising calmly from his spot in the straw. Donning his armor and gear once more, as well as double-checking that the sacrosancti was still in his possession, he waited for the others to be ready before heading towards the King's halls, leaving behind his trusty steed. Mechanics & OOC Statblock Sir Belithar Galviston Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a 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 Zarovitch, 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. (4/4) Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. OOC: -
rogueblade0729 February 22 Sir Belithar Galviston The Templer gave the boy a friendly smile and nod. It did not seem all that long ago when he was in the stablehand's shoes, though he was but a babe when his humble beginnings were taken from him. "Artema's blessings be upon you, boy," Sir Belithar replied, rising calmly from his spot in the straw. Donning his armor and gear once more, as well as double-checking that the sacrosancti was still in his possession, he waited for the others to be ready before heading towards the King's halls, leaving behind his trusty steed. Mechanics & OOC Statblock Sir Belithar Galviston Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a 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 Zarovitch, 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. (4/4) Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. OOC: -