rogueblade0729 Posted November 15, 2023 Clone Share Posted November 15, 2023 Sir Belithar Galviston The ebb and flow of battle washed about them, the Templer taking blows and receiving divine medicine. Knowing that his companions could not hold the line forever, Sir Belithar attempted to cut down the wounded orc in front of Cormo and draw the orcs' attention back to himself. "Come, ye brutes! Young maidens strike more fiercely than thee!" 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. Sir Belithar attacks orc O5. If he hits (and if his longsword damage alone isn't enough to kill it), he'll expend a level 1 Divine Smite. Name xDiceName xDiceResult xDiceString xDiceRolls Longsword vs O5 26; 6; 11 1d20+6;1d8+4;2d8 [20]; [20,2]; [20,2,3,8] Critical Longsword Damage 6 1d8 6 Critical Divine Smite Damage (if needed) 10 2d8 8,2 Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted November 16, 2023 Author Clone Share Posted November 16, 2023 (edited) a b c d e f g h i j k l +--+--+--+--+--+--+--+ 01 | | | | w | | | +--+--+--+--+--+--+--+ 02 | | | | | w | | +--+--+--+--+--+--+--+ 03 | | | | w | | | +ww+ww+ww+ww+--+--+--+ 04 | | | | | | | | +--+--+--+--+--+--+--+ 05 | | | | | | | | +--+--+--+--+--+--+--+ 06 | | | | | | | | +--+--+--+--+--+--+--+ 07 | | |O2| | |O3| | +--+--+--+--+--+--+--+ 08 | |O7|Ka|Dr|Be|O1| | +--+--+--+--+--+--+--+ 09 | | | | | |Co| | +--+--+--+--+--+--+--+ 10 | | | | |Al| | | +--+--+--+--+--+--+--+ Fourth Round Name AC Init Condition Action O4= 15 18 DEAD Be= 19 14 BLESS Kills one of the orcs Ka= 14 14 Seeing the orc on the far side of Dragos and Belithar is injured, the half orc fires another ray of frost but trying to shoot from behind his companions forces the blue-white ray wide. O7= 15 13 Steps around Kartak as he swings at the half-orc but his swing is wild and undisciplined O6= 15 10 DEAD O2= 15 9 Also attacks Kartak and also misses badly O9= 15 9 DEAD O1= 15 8 CURSED Attacks Belithar and misses completely. Realization and fear may be causing the orcs to attack with less confidence Dr= 13 2 BLESS <------------HERE Co= 14 6 O5= 15 7 DEAD O8= 15 4 DEAD Al= 15 3 BLESS O3= 15 2 w= Extent of the web Edited November 20, 2023 by AFreebornManoftheUSA (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ray of Frost 5; 8 1d20+4;1d8 [1]; [1,8] Attack Kartak 6; 7 1d20+5;1d8+3 [1]; [1,4] roll 11; 10 1d20+5;1d8+3 [6]; [6,7] Attack Belithar 8; 5 1d20+5;1d8+3 [3]; [3,2] Link to comment Share on other sites More sharing options...
mzipser Posted November 17, 2023 Clone Share Posted November 17, 2023 Seeing the orc in front of Belithar drop, Dragos shifts his Spiritual Weapon and has it attack the orc to his left (O2). Then he speaks some words of power and points at an orc (if O2 is still up, he will aim at that one, if the SW took it down he will aim at O3). A flash of light streaks towards it. ActionsBonus Action, SW attack. Action Guiding Bolt. OIf it hits the next attack made against this target before the end of his next turn has advantage Name xDiceName xDiceResult xDiceString xDiceRolls Spiritual Weapon 22; 26 1d20+6;1d8+4d6+4 [16]; [16,8,6,4,3,1] Link to comment Share on other sites More sharing options...
mzipser Posted November 17, 2023 Clone Share Posted November 17, 2023 Ignore that dice roll, I screwed up. Here are the good ones (I hope) Name xDiceName xDiceResult xDiceString xDiceRolls Spiritual Weapon Attack 17 1d20+6 11 Spiritual Weapon Damage 11 1d8+4 7 Guiding Bolt Attack 13 1d20+6 7 Guiding Bolt Damage 15 4d6 2,5,5,3 Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted November 20, 2023 Author Clone Share Posted November 20, 2023 Dragos' injury to one of the three remaining orcs isn't enough to kill it but it is enough to finally convince it to flee. It can't act yet but the dawning realization is evident on its face. Cormo places a curse on O1. Alberich can now act. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted November 22, 2023 Clone Share Posted November 22, 2023 (edited) Prof. Alberich von Nibelungen, Rock Gnome Wizard Statblock [b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b] [i]Rock Gnome Wizard 4 LG[/i] [b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft [b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Quarterstaff[/b] 1d20 +2 1d6 [b]Dagger[/b] 1d20 +4 1d4 +2 [b][/b] [b][/b] [b][/b] Wizard Features Hit Points, PHB, pg. 113 Proficiencies, PHB, pg. 113 Arcana History Spellcasting, PHB, pg. 114 You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Arcane Recovery, PHB, pg. 115 Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher. Arcane Recovery: (No Action) / Long Rest Arcane Tradition, PHB, pg. 115 School of Illusion Illusion Savant, PHB, pg. 117 The gold and time you must spend to copy an illusion spell into your spellbook is halved. Improved Minor Illusion, PHB, pg. 115 2nd level When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. FEAT, PHB, pg. Magic Initiate (Wizard) You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth. In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Intelligence is your spellcasting ability for these spells. RACIAL TRAITS Darkvision, BR, pg. 37 You can see in darkness (shades of gray) up to 60 ft. Gnome Cunning, BR, pg. 37 You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore, BR, pg. 37 Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices. Tinker, BR, pg. 37 You are proficient with tinker's tools and can use them to construct tiny clockwork devices. Scanning the battlefield before him, the gnomish newcomer mumbles another series of indecipherable sounds, then hurls another fiery bolt of brilliant purple flame. The professor targets the orc on Kartak's near left... And misses! "Ach du lieber Gott! I missed the verdammte creature!" HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC Alberich has cast a Fire Bolt spell upon Orc #07. Edited November 22, 2023 by artsmythe (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls FIRE BOLT (Ranged Spell Attack) 6 1d20+5 1 DAMAGE (Fire Bolt) 3 1d10 3 Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted November 28, 2023 Author Clone Share Posted November 28, 2023 Orc #3 turns and flees the battle. Belithar can take an attack of opportunity and THEN he can take his normal action. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted December 1, 2023 Clone Share Posted December 1, 2023 (edited) Sir Belithar Galviston "Face Artema's wrath, villains!" the Templer proclaimed, striking at the foe who presented his back. Then, leaving the orc to flee, he turned his attention to the enemy Cormo had just cursed, and delivered unto them righteous fury. 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. Sir Belithar makes an opportunity attack against O3. For his regular turn, he attacks O1. If he hits (and if his longsword damage alone isn't enough to kill him), he'll expend a level 1 Divine Smite. Edited December 1, 2023 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Opportunity Attack vs O3 19; 6 1d20+1d4+6;1d8+4 [11,2]; [11,2,2] Longsword Strike vs O1 27; 11 1d20+1d4+6;1d8+4 [17,4]; [17,4,7] Lv 1 Divine Smite 10 2d8 8,2 Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted December 6, 2023 Author Clone Share Posted December 6, 2023 Belithar injures the fleeing orc and carries his strike over to slash the shoulder of the neighboring orc. While it does require him to expend some of the energy Artema gifts him with, he does manage to kill orc #3. The two remaining orcs also flee, effectively ending combat. Kartak simply lets them go but Dragos could take an attack of opportunity if he wants. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted December 6, 2023 Clone Share Posted December 6, 2023 Dragos sees the orcs run away and yells after them, "And stay away! These places are protected!" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted December 6, 2023 Author Clone Share Posted December 6, 2023 The party members are now free to catch their breath and (if so desired) loot the dead orcs. The ones who did manage to flee head vaguely northwest though they came from the south and will adjust accordingly. Now that they can take a moment, the question of course is why orcs would come from Jecksy, the human kingdom to the south and Bronwend's ages old rival. 300 XP apiece for defeating the orcs. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted December 6, 2023 Clone Share Posted December 6, 2023 Prof. Alberich von Nibelungen, Rock Gnome Wizard Statblock [b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b] [i]Rock Gnome Wizard 4 LG[/i] [b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft [b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Quarterstaff[/b] 1d20 +2 1d6 [b]Dagger[/b] 1d20 +4 1d4 +2 [b][/b] [b][/b] [b][/b] Wizard Features Hit Points, PHB, pg. 113 Proficiencies, PHB, pg. 113 Arcana History Spellcasting, PHB, pg. 114 You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Arcane Recovery, PHB, pg. 115 Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher. Arcane Recovery: (No Action) / Long Rest Arcane Tradition, PHB, pg. 115 School of Illusion Illusion Savant, PHB, pg. 117 The gold and time you must spend to copy an illusion spell into your spellbook is halved. Improved Minor Illusion, PHB, pg. 115 2nd level When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. FEAT, PHB, pg. Magic Initiate (Wizard) You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth. In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Intelligence is your spellcasting ability for these spells. RACIAL TRAITS Darkvision, BR, pg. 37 You can see in darkness (shades of gray) up to 60 ft. Gnome Cunning, BR, pg. 37 You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore, BR, pg. 37 Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices. Tinker, BR, pg. 37 You are proficient with tinker's tools and can use them to construct tiny clockwork devices. The tiny mage slowly slumps to his knees, beads of sweat making their way down upon his wizened brow. While capable of combat, he was an academician, a scholar of the arcane arts. If there had been another way, a more peaceful way... but done is done. It was most fortunate for the gnome to have come across such formidable allies such as Dragos Draper, Sir Belithar Galviston, and the others out here in the wilderness. The Professor takes out his waterskin and is about to take a sip, then hesitates. "Ach, vhere are mein manners? Vould any uf you need some vasser?" HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC N/A Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted December 16, 2023 Clone Share Posted December 16, 2023 Sir Belithar Galviston "The foes of this land have been vanquished. Praise be to Artema!" the Templer proclaimed, stifling the wince through the nasty bruises of the axe beneath his armor. As drink was offered, he removed his helmet and nodded, accepting the waterskin and taking several deep gulps. As it turned out, running, riding, and fighting extensively under heavy mail was tiring work, and sweat visibly streaking down Belithar's youthful face. Once he felt less parched, he returned the skin to the professor. "Let us take some time to rest. Those orcs may return, so remain vigilant, but come daybreak we shall continue to Castle Bronwend." 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. - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted December 16, 2023 Clone Share Posted December 16, 2023 Dragos Draper - Cleric of Heilja Dargos smiles at the gnome, patting his own waterskin, "Thanks, Prof, but I've got my own. Of course, if you got some wine, I wouldn't say no." He nods to Belithar, "Yeah, a rest would be nice. I'll take first or third watch, if you want." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted December 21, 2023 Clone Share Posted December 21, 2023 Prof. Alberich von Nibelungen, Rock Gnome Wizard Statblock [b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b] [i]Rock Gnome Wizard 4 LG[/i] [b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft [b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Quarterstaff[/b] 1d20 +2 1d6 [b]Dagger[/b] 1d20 +4 1d4 +2 [b][/b] [b][/b] [b][/b] Wizard Features Hit Points, PHB, pg. 113 Proficiencies, PHB, pg. 113 Arcana History Spellcasting, PHB, pg. 114 You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Arcane Recovery, PHB, pg. 115 Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher. Arcane Recovery: (No Action) / Long Rest Arcane Tradition, PHB, pg. 115 School of Illusion Illusion Savant, PHB, pg. 117 The gold and time you must spend to copy an illusion spell into your spellbook is halved. Improved Minor Illusion, PHB, pg. 115 2nd level When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. FEAT, PHB, pg. Magic Initiate (Wizard) You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth. In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Intelligence is your spellcasting ability for these spells. RACIAL TRAITS Darkvision, BR, pg. 37 You can see in darkness (shades of gray) up to 60 ft. Gnome Cunning, BR, pg. 37 You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore, BR, pg. 37 Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices. Tinker, BR, pg. 37 You are proficient with tinker's tools and can use them to construct tiny clockwork devices. Taking a sip from his waterskin, the rock gnome seriously considers the cleric's statement. Alberich would dearly like to help the others out, but, "Forgiff me, meine guten Herren, but I am exhausted. I vill need at least 8 hours of complete rest to regain my lost spells. Oddervise, I vill be completely useless." The professor shrugs his tiny shoulders. "Verzeih mir. Magic can be both a blessing und a curse." HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC N/A Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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