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Chapter 1: Faith and the Fey


Peacemonger

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Chapter 1: Faith and the Fey

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"The Fey are as mortals, some choose light and others darkness. The Fey are not as mortals, they are of dreams and whims, not earth and toil." -From the scriptures of Martyred Radiance

Ambient Music

With the old city behind them, the path they take is one less tread, perhaps a single person or group heading the other way every hour or so. Not as many travel to and from Vanaris as they used to, and fewer still take this road. The first night's rest is peaceful... at least as peaceful as the faithful allow. There's much to reflect on from what transpired the day they left, and likely thoughts about the days to come.

As they pack up and head out to a second day's travel, they should make it to the town of Arbormast at upon sundown. There's little reason for most the group to have been to the logging community any time recently. There is enough hard work in the places that still hold worship for the Martyred Radiance, and not enough time or resources to win back places already lost.

Still, there are stories. Tales that each family has adopted a Fey, some say as a pet, others say as a master. Rumors abound of strange lights and music. Others still claim it's just a forester's town with a few faeries here and there. Regardless of what is made up and what is real, they'll find out soon enough.

As they walk the path shows signs of being reclaimed with a weed here, a vine there. Indeed the road is less traveled, Arbormast normally trading with other places than Vanaris off in other directions.

OOC

I'll give people a chance to do a post before skipping ahead to Arbormast. If people want to have some conversations, either the first night, or sometime along the journey (which I encourage), just put those conversations in separate fieldsets.

 

Edited by Peacemonger (see edit history)
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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

 

"Arbormast... I haven't been through this way in many years," Barris says, speaking up after a decently long stretch of silence - companionable, perhaps, or maybe the only one who feels that way is the rather sociable scholar. "I see the way hasn't changed, although it certainly has grown somewhat dilapidated." He kicks a rock off the road into the bushes, not slowing his pace.

"Have you all heard the stories? They say the people here have truck with the fairies of the wood. Or worse; perhaps better, if you're of a certain disposition." He nods to Aurelia and Callie. "Though far be it from me to spread such rumors in front of the more delicate..." He pauses, then also nods to Calar. "Or the young." A further pause, then he nods to Argus as well. "Or the venerable, for that matter. And so, I'll hold my tongue for one and all."

Formatting stopper text.

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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's stature might make her seem ill-suited to keeping with the others on a journey such as this, but she makes up for it with enthusiasm, and perhaps a little magic. Her strides are long, and when she occasionally has to skip a little to keep pace, each touch of her foot to the dirt seems to send her almost flying forwards above the road. If questioned, she has no compunctions admitting its her boots helping her along, and says she's grateful to the temple for the use of them.

Where the weeds and vines upon the path grow particularly bad for a patch, Callie suddenly drops to her knees, a battered trowel appearing in her hands. "Go on," she waves to the others. "I'll catch you up in a minute." She doesn't do much—mostly just clears aside any tripping hazards, and neatens up the border slightly. She's true to her word and catches up to the others soon enough, still twirling the trowel in her fingers and glancing at it with a faraway look in her eyes.

She can't help but snort at Barris' comment. "Delicate my arse! You ought to work a stint in the stables in breeding season, and we'll see who's 'more delicate'. Aye, I've heard the stories. It's unnatural, is what it is. There's nowt so queer as folk, for sure... but the fey might give 'em a run for their money."

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Argus, in brass-plated armor and holding his glaive.

"I would like to hear your stories," Argus says softly to both Barris and Callie. "It is many years since I have passed through Arbormast, and then it was just a simple night's rest on a longer journey, though the folk seemed simple enough. Tell me the stories you know while we walk. Forewarned is forearmed."

Argus is a master multitasker: listening attentively to the others' tales and rumors while also paying attention to the road and the party's surroundings. When his turn to tell a tale comes, he begins in his normal gruff voice: "Here is the lay of the Imps of Arbormast, as best as I can recall it." Then his voice shifts, a higher sing-song, though he still rasps here and there.

"Long, long ago, when the world was ancient,
The earth, antique, and the waters old,
Then ruled the fair-folk in the eld-days of yore,
When humans and gods were just prophesies foretold.

"But the fair-folk were dethroned, for
all things old must come to an end.
In place of the old world, a new one
Where people and gods did ascend.

"But the fair-folk endured,
Retreated, evolved,
Their power waning,
Still apart, they resolved.

"So the seelie court stood,
Apart from mankind,
But one band of faeries
Were of different mind.

"The woods-faeries fancied
Their new elvish neighbors,
So much so that they
Renounced Titania's labors.

"Twice-fallen, twice-cursed,
Neither fair now nor free,
The wood-imps remember,
Nurse wounds in their tree.

"When first humans entered,
Their forest so dark,
The wood-imps resisted,
Tooth, nail, limb, and bark.

"But some woodsmen are crafty,
Some woodsmen are kind,
Some woodsmen and imps
Are of the same mind.

"And so deep in the forest,
They reached an accord,
Protect one another,
Defend together, imp and sword."

He finishes, pauses a few moments, then resumes his normal speaking voice: "I never saw any wood imps in Arbormast, and not all tales are true, of course. But who can tell?"
 


[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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[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

 

"It has been a while since I've had to stop at Arbormast... and such gossip has not reached my office. Hopefully it is just fanciful tales, as the only beauty to be found in such a tale would lie in Argus recital" says the Mother Abbess with praise for the old soldier. She could give technical critique to one in her chorus, but that would be beyond petty and inappropriate... the man knows how to sign and more importantly, even a perfect performance would not have truly improved the spirit and the joy of the man's impromptu recital... of his soul expressing himself in spontaneous song.

 

"Fae, huh..." says the elven woman, keeping her counsel for the moment. Fae could be good or bad and certainly different from common living folk. She knew this from scripture, of course, but as well her own experience... after all, she is a full blooded elf, even if her way of life, extended even as it is, is plenty human "Preparation is wise, but not speculation. Lets make our way to town and see for ourselves as we negotiate for lodging"

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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-1 Athletics
+2 Acrobatics
+2 Sleight of Hand
+5 Stealth
+0 Arcana
+0 History
+0 Investigation
+0 Nature
+3 Religion
+5 A. Handling
+8 Insight
+5 Medicine
+8 Perception
+8 Survival
+1 Deception
+1 Intimidation
+1 Performance
+7 Persuasion
| Saves Saving Throws

Strength: -1
Dexterity: +2
Constitution: +6
Intelligence: +0
Wisdom: +8
Charisma: +4
 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead

1st: heroism*, sanctuary*, bless, command, healing word

2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon

3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians

4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape

Calar listens wide-eyed at the tales of Arbormast, hearing old Argus' song. He moves his head with the melody listening to Aurelia's words. He's about to say something, but something the Mother Abbess says gives him pause. The boy cleric frowns and thinks his words carefully. After some moments, he says, "You are right. We should not speculate. I don't like the thought of fey being made slaves or making the hard-working folk of Arbormast their slaves. Maybe it's some kind of...mutually beneficial thing. B-but, Mother Abbess has wise words...we will just have to be ready for whatever may come."

Scratching his head, he says, "I actually don't know too much about the fey. They charm, right? And trickery? Illusions? Maybe something to break enchantments. Do we need to...oh wait, the relics!"

He smiles at his own revelation. Putting an arm around Callie he says, "What do you think, Callie? Off to adventure?!" He looks down the road and crows, "ADVENTURE!" He laughs at his own foolishness and then adds, "...oh, and a pilgrimage!" He grins stupidly ready for the town.

 

 

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With a mixture of curiosity, speculation, concern, and readiness the pilgrims find a long day's travel uneventful. Hills and fields quickly turn to trees tall and short, thin and wide. The forest grows more and more dense and at one point the group is close to losing the path entirely, but a few minutes looking around they're able to pick it back up. Outside Vanaris, it's refreshing to see nature, the rabbits and squirrels, birds and beetles all about. The air feels cleaner, and if time wasn't a luxury that none of them truly had, it might be worth the walk just for the sake of it.

Overall for whatever worries or stress each individual has, the walk itself is reinvigorating.

As the sun starts to change its hew, as the sky begins to take on shades of orange and pink through the foliage, they spot distant lights and soon can hear the sounds of a bustling town. Due to the nice walk, no one's too tired yet as they come upon the outskirts of Arbormast.

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The first few people they see are clearly lumberjacks looking as if they're coming back from a hard day's work. Sweat, dirt, carrying axes and logs men and women who look like the sort who know how to wake up before dawn to start another day are making their way into the town as well. The group gets some curious looks, but it seems most are more intent to get into the town proper for family, festivities, or both.

The air smells of mead and cooking meat, and already there are sounds near and far of music.

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It's only a few steps later that the first couple fey can be seen, a pair of Satyr, one dark grey the other shades of green are walking side by side. Unlike the lumberjacks they take a much more keen interest in the group, not approaching them, but also keeping their eyes on them as they walk. Ahead near the first tavern a rough-looking woman stand up front, the kind who doesn't look like she wakes up before dawn to work, more likely the type to be finishing her shift before first light.

Calar

Before the group decides what to do, Calar can swear he hears the sound of chimes just out of eyesight. Its follow by the scent of morning dew and rosemary. He can see someone walking further in the town with black hair almost blue and a vibrant green dress. He feels the sound came from her, but that doesn't quite make sense.

"Argus, you ol' scoundrel!" A deep, guttural voice comes from the side as a giant bear walks towards them.

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No, not quite a bear. The werebear is near ten-feet-tall, and its smile does little to make him less intimidating especially as he holds a massive club in one claw. "How are ya! Been too long, too long!"

Argus does not recognize this bear-man, at least not at first.

 

 

 

 

Edited by Peacemonger (see edit history)
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Argus, in brass-plated armor and holding his glaive.

Music, wood-smoke, supper on the flame... Argus take it all in with savour. There's something about the countryside that excites his imagination. Argus silently admires the well-muscled lumberjacks and smiles gently at the watching satyrs, but is taken aback momentarily by the large bear-man. He looks more closely, head to toe, trying to ascertain his intentions and see if he can recognize the speaker.

Keeping his glaive ready at hand, he moves toward the large bear-person, interposing his own body between the stranger and his companions. "Yes, I am Argus... but I fear I do not recognize you. Tell me your name," he says, loudly and brusquely.

 


[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).
Edited by Chardastes (see edit history)
Name
insight check
8
1d20+5 3
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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-1 Athletics
+2 Acrobatics
+2 Sleight of Hand
+5 Stealth
+0 Arcana
+0 History
+0 Investigation
+0 Nature
+3 Religion
+5 A. Handling
+8 Insight
+5 Medicine
+8 Perception
+8 Survival
+1 Deception
+1 Intimidation
+1 Performance
+7 Persuasion
| Saves Saving Throws

Strength: -1
Dexterity: +2
Constitution: +6
Intelligence: +0
Wisdom: +8
Charisma: +4
 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead

1st: heroism*, sanctuary*, bless, command, healing word

2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon

3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians

4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape

Calar happily takes in the sights of the new town. Alright, the lumberjacks who spend their days working hard among the trees might not have time or energy, but that's fine. Maybe they can make time for them then. Maybe time the time to show them the benevolence of the Martyred Radiance. Perhaps they had become a bit too complacent over the years spending a bit too much time in the temple and not enough time with the people.

The fey folk are a definite curiosity. Why are they looking at us? Is it because we are new and need to be owned by a fey? Or is it something different?

Hearing the ethereal chimes and the fresh smells lingering in the air, he does he best to spy more about the woman. He longs to go after her, but knows the Abbess would yell at him. Instead he stays put while Argus meets with an...old friend?

The young priest gets bored almost immediately and goes over to talk to the pair of satyr saying, "Hi! I'm Calar and new in town. I've never been to Arbormast. What do you recommend for people new to the town? It looks like a good place to live! I like that fey-folk live in harmony with the rest of the town. We don't have very many fey where I live."

 

 

Tabletop

 

 

  

  

Name
Persuasion (disadvantage)
21
keep(2d20,lowest)+7 14,16
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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

 

Many eyes on them... then again, they are a curious group. Nonetheless, Aurelia is reassured to have Argus' vigilant eyes out and about. He'd warn of any danger before it can manifest... and with that, the Mother Abbess can be a little bit more at ease. However, such ease last precious little time as Calar's chatter and need to shoot out to the first shiny thing or person he sees for conversation weaves the sound of metal nail scrapped down a sheet of steel into the symphony of her life. The young man is the future of the Church... yet, oh is he still a babe...

 

She bites her lip not to chastise and then settles her thoughts, keep her expression neutral as she casts her eyes about. The bear man approaching may be a bit intimidating to most and yet he calls to Argus as if an old friend... the Grey Knight for her part says nothing at the moment, making sure to stand at equal distance from each of the young ones in the group so she can move close to them at once... and she communicates with her steed in particular to move behind Calar, to shield the boy or bite at his hair if he does something that merits it.

 

Mixed impressions here... it has been too long since she'd been here. Things have changed precipitously. The fresh air is more than welcome... it likely does her better than any of her companions yet, some other signs don't allow her to be fully at ease just yet.

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Calar (And those close enough to listen)

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"Yes... you are new. I am Blackhorn. My companion is Merrimay."

"Hello, priest of Radiance."

The Satyrs' initial reservation seem to diminish as Calar is so forthright and genuine. They seem more... bemused now.

"You should... be careful." Blackhorn glances between Calar and his companions. Some here are uneasy around god-worshippers. There was... drama before."

"There's still drama, but it is our drama now. Our drama is more fun."

"Indeed. If you're coming to live here, then you've quite the fight to re-win the people. The old temple is now a... dance hall of sorts."

Merrimay steps forward and leans towards Calar. "Best advice is keep your good humor. We can feel mood like you mortals feel the weather. A miserly mope doesn't mean we'll be gloom just like a rain doesn't make one of yours cry... but it does make it harder. Keep your smile." She smiles and her teeth are sharp.

Calar and Calar alone hears the bells one more time as the distant figure disappears from view. The scent, which only he can smell too, lingers, but the source is gone.

Argus (and those listening)

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"Huh? Oh right! I'm a giant bear now! It's me, Sir Rodery Smithe. Well, not the 'sir' anymore." The name does ring a bell. Argus has had the chance to meet many a warrior in his time. Sir Rodery is but a little younger, a member of the kingdom's army who'd fought alongside Argus a few times dealing with border skirmishes with Gnolls, and once teamed up together with a few others to stop a would-be necromancer. They'd kept in infrequent touch for years, but slowly drifted apart. It's been over ten years. Lycanthropy for Rodery is a new development.

"Come, let me get you and your companions all a drink on me. Assume you need a place to stay too. You've got an important choice to make. You see, the better the drink, food, and beds there are, the bawdier and more lively the place. Want the best place in town, one of the middling ones, or the boring spot?"

He looks to the others with a smile... a smile that shows his bear maw. "Me and Argus go way back. Don't worry, most the rumors about Arbormast are exaggeration. "All are welcome!"

 

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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

 

A dance hall.

 

Yes, it has been too long since Aurelia stayed in this place. She had slept in the floor of that 'dance hall' the last time she passed by this place. Only halfway listening by now to the words of who appeared to be a merry old friend Argus, she merely remarks "The boring spot, would be my choice" says the older elf... however, her gaze is not on the bear man or Argus... she merely says her opinion as a formality as her brow is knit and she begins to walk given what she heard being told to Calar.

 

She needs no guidance. She knows where the dance hall is. She begins to walk on her own in that direction, confident that Argus can keep an eye on the kids. Then again, she's not being the most responsible or thoughtful she can be at the moment. She just has to the see what has become of that temple upon which she had rested what feels like yesterday to her long lived self...

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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-1 Athletics
+2 Acrobatics
+2 Sleight of Hand
+5 Stealth
+0 Arcana
+0 History
+0 Investigation
+0 Nature
+3 Religion
+5 A. Handling
+8 Insight
+5 Medicine
+8 Perception
+8 Survival
+1 Deception
+1 Intimidation
+1 Performance
+7 Persuasion
| Saves Saving Throws

Strength: -1
Dexterity: +2
Constitution: +6
Intelligence: +0
Wisdom: +8
Charisma: +4
 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead

1st: heroism*, sanctuary*, bless, command, healing word

2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon

3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians

4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape

The priest looks at the two satyr confused and says, "Drama? Like...um...what KIND of drama? Hopefully nothing my faith had done....or not done." Calar frowns at the revelation, but then sighs forgetting the matter. He says, "Good mood, smiles. I can do that. You are very kind to me. I will be sure to keep try to keep everyone in a cheerful mood." Leaning in closer to the fey, he adds quietly, "Although it might be tough. I have some grumpy ones traveling with me today. Good folk though just...um...set in their ways."

Pausing, a curious expression crosses his face and the cleric says in a normal tone, "There it is again! Do you hear that? Those lovely bells...and the smell....rosemary and a fresh meadow of grass first thing in the morning. It's enchanting! Who is she?"

Barely waiting for an answer, he says, "Callie, come with me! We should find that lady!" Calar takes off towards the figure that threatens to disappear from view.

 

 

Tabletop

Follow that fey lady! It's always a good idea to split the party, right?

 

  

  

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Argus, in brass-plated armor and holding his glaive."Ahhh, Rodery! Good to see you again!" Argus continues toward the enormous bear-man and embraces him fondly. "You remember that day against the gnolls in the Burntwood, when they tried to envelop our left flank? It has been too long, friend!" The sentinel stares into his old pal's eyes for a few moments, recognizing their personality, if not the form surrounding them. "Thrifty and boring sounds just our speed," he says somewhat hopefully. "But somewhere with at least enough life that you will come join us for some refreshment and reminiscence."

Argus looks behind him as his party splinters in different directions. He is sorely tempted to follow after, try to head off any trouble they might find... and yet....

They are not his charges nor his superiors in need of protection, but equal participants on this quest. He need not chase after the Mother Abess nor young Calar. At least so long as they do not need help... and both know well enough to call out should they need such help. If Barris or Callie remains nearby, Argus makes introductions with Rodery.

He turns back to the changed ex-soldier, and looks him up and down yet again. "You have some good stories to share, I am sure... and I am eager to buy you a drink and listen. Do any of our other old comrades live now in these parts?"

 


[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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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! Sir Argus, I imagined you would be well-known, but to break bread with a werebear is likely a first," Barris says, looking somewhat impressed. "It seems the others have found more interesting things to do, and truth be told, I would also like to see the sights - and sample the beers. You, ah, mentioned a lively place with the best drinks in town?" Despite his scholarly appearance and the shimmering robe he wears, Barris's eyes light up at the mere mention of alcohol. He seems more than willing to accompany Argus and Sir Rodery wherever the two have a mind to go.

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