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Chapter 1: Faith and the Fey


Peacemonger

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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

The smell of hearty food and drink has Callie in good cheer, and it's a good cheer that even the approach of a giant bear man can't shake. Though her hand does hover just a moment near where she's stowed the bridle, until Rodery introduces himself. Even as the group immediately fractures, she simply gives an amused sigh, with just enough self awareness to realise she'd been the one doing exactly this back in Vanaris.

Callie's eyes flit a moment between the departing Calar and Aurelia, unsure which to follow. Argus and Barris looked to be in good company—Rodery seemed the pleasant sort—but she wasn't keen to see either of the others go off on their own, to get up to who-knows-what. After a moment's thought, she decided to follow Aurelia. Oddly enough, and especially considering the satyr's warning, she had more faith in Calar to keep himself out of trouble right now. Smiles were his forte, but not so much Aurelia's.

Callie quickly makes her excuses, offering a quick "pleased to meet you" to Rodery as she skips of backwards, and calling out a "sorry, but I'd better help Aurelia!" to Calar's retreating back. She does at least give Snowdrop a pat on the rump and sends her trotting off after the young priest before she skips ahead to catch up with the old paladin.

"This don't look like the boring spot," she offers as she slows to walk alongside Aurelia. It was a slight admonishment, yes, but she only lets it sit the briefest moment before moving on. "So, what's the plan?"

Edited by pyrrhicPachyderm (see edit history)
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The companions split up into three. Barely a few steps into the town proper, and almost as if the town were dividing and conquering, strength in numbers is no longer a factor for the faithful. Just as well, at the very least Arbormast feels peaceful...

Calar

"Many strong words, and a few bitter fights." It's Blackthorn who answers the question on the drama.

With Callie declining and joining Aurelia, Calar finds himself alone, rushing and following the signs. He leaves so quick there's no time for the Satyrs to answer though just glancing it seems neither heard the sound, nor smell the scent... looking more confused than anything as he takes off.

The town becomes denser and the sounds of revelry and people speaking loudly to one another already into their second or third drink he goes quickly. He can't say how long the scent would've lasted, but he catches the sight of the figure from a distance heading into what is clearly a small theater given the prominent name, "Arbormast Theater" above the front doors. He also sees a large, looming figure guarding said front doors. Worried that this likely-bouncer will block his path, Calar closes the distance fast enough.

Before he has a chance to speak, the woman turns to face him.

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Calar has never seen such a beautiful sight before. She is immaculate. Her green dress appears made of plants with pink flowers adorning it, each clearly alive and each clearly in full bloom. Verdant eyes, youthful feature, and a jawline too perfect turns to look at him. The slightest smile comes to her lips and yet it feels like a stunning dawn shining far too bright. "Good eve to you, kind sir." A voice that feels more like it echoes in his heart than his ears is light, calm, and sweet. "Will you accompany me to the show?"

Argus and Barris

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Rodery's smile grows. "Right, right. In between." Between Argus's preference and Barris's, he takes heed to the former. "Well, this one right here is about that. Come, first drinks on me." The place is named the Dryad's Kiss, with a picture of a doffy-looking woodcutter with a kiss mark on his cheek. Rodery leads the two inside giving a nod to the woman at the front who gives a nod back, the kind of nod that people who know each other give, the kind of nod to say 'no worries, they're with me'.

Inside is mostly lumberjacks are joking and telling their day's tale to one another.

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To meet them is some sort of Half-Orc, though the other half isn't quite easy to spot at first glance. "Friends of yours, Rodery?"

"Indeed, indeed an old friend and his friend, which makes him an old friend too."

"Right then, the usual?"

"Three of 'em." Rodery looks to Argus and Barris. "You've been walking, aye? This'll pick you right up!" Argus can tell immediately with his training and profession that they're receiving a lot of looks. A lot. Then again, they stand out with armor and robe compared to the working-class men and women inside. "So... still working? Can't say I'm too surprised. Come now, how many years has it been? At least eight since you haven't seen my new hairstyle! Tell me your tale, and you too young lad. This town has no shortage of gossip, but it's refreshing to hear of life outside it. Still winning over hearts and minds to the Martyred Radiance? Still keep a trinket to her myself." He pulls from his wrist an assortment of bracelets with a couple of fangs and other symbols, one he shows is gold and show the symbol of the faith. He looks earnestly at the two, no doubt expecting to hear good news.

It's hard to think of too much good news related to the faith. A little, though not a lot.

Aurelia and Callie

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The dance hall is full of patrons each one more drunk than the last.

"Cheers!"

"CHEERS!" The crowd roars back to a Dwarf who raised his mug to his table.

"Cheers!"

"CHEERS!!!" This time a woman on a keg lifts her mug up to a man clearly flirting with her, and the response is even louder.

"Che-ur-" A man with two large mugs, one each hand, lets off a huge belch and the crowd roars in approval. Waiters and waitresses dance around twirling large plates with drinks and on a makeshift stage a woman with black and white hair plays a strings instrument. There's some magic to it, as the sound comes from all around and though no other band members are present, the sound of drums and other instruments can be heard too.

Aurelia knows this place. She once walked its halls. She once defended it from a Fey troublemaker, a Quickling with a tendency to vandalize, driving him off some sixty years ago. Now the temple to the Martyred Radiance is dubbed the 'Hall of the Sparkly Wench'. No one stands in the doorway, the two walking in and taking in the full sight...

 

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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 is dumbfounded that this radiant woman would want to talk to him. He closes his mouth, realizing he's been staring, and says, "Are you sure? I'm not dressed for the theatre, but if you have me as I am, I'm sure it will be lovely! I'm Calar Amberwood, and just passing through town. I saw you from afar and just had to take a moment to see who you were. Can I ask the name of the lovely lady who I am accompanying?"

Being an appreciator of the arts, the cleric is excited about the possibility of seeing the play. He asks, "I just got into town and didn't even know the play's name. What is it about?"

Her voice drifts into his soul like nothing he's ever felt before. This is probably highly foolish to follow a strange woman in a peculiar town into a strange place. No, it isn't very smart. But it is a time to change others' minds. And if they happen to be amazingly gorgeous, all the better. The young man has little experience with dating or women, and his heart is pounding in his chest excitedly.

 

 

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Edited by Shadeus (see edit history)
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Argus, in brass-plated armor and holding his glaive.The atmosphere in The Dryad's Kiss seems so vibrant, youthful... it makes Argus feel tired, old. Seems more and more things make me feel that way anymore. Still, a drink after the long walk will go nicely. "Thank you, barkeep," he smiles at the half-orc, taking his drink and heading toward an empty table.

Three steps in, it dawns on him... no way is Rodery fitting in a chair in his current state. He pivots, heading toward a hightop, then raising his mug to toast with Barris and the werebear. "The Martyred Radiance" he offers, clinking glasses and drinking.

"You remember the young soldiers' caution?" The sentinel asks loudly, making sure his voice reaches both Rodery and Barris over the clamor of the lumberjacks' enjoyment. "Warriors who survive battle and romance will eventually fall to paperwork or old age? It's been a long, gentle fall but it is true enough. But so far I am keeping up. Pretty certain I can still best you at arm-wrestling, at any rate." It's an absurd claim to make against a werebear, of course, but it's said calmly and with enough air of weariness as to avoid giving offense. Clear enough, mine is the least interesting tale in this corner of the tavern. But I should dearly like to hear what's transpired with Rodery... and perhaps even more importantly, here is someone who can help draw out Barris without resorting to snooping too directly myself. "Barris here I knew as a younger lad... but I, too, am eager to hear what you have been up to."

 


[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

 

The emotions within Aurelia are very hard to measure all together... more akin to a bubbling mix in a boiling cauldron than anything else. She remembers quite clearly what this temple was... and not even that long ago. There are humans alive who would have seen it as it once was. Things were not ideal when she last left and yet, it was still a place she personally defended. She wishes it were not so and yet... to see the name of the establishment feels like open and directed mockery. Her gauntlet covered hand touches lightly upon the frame of the entrance she's stepping into... Her mouth closed in a complicated expression as she looks... is the altar still there? The art, the pieces of worship? This was a small temple, no relics were stored within and yet there had been pieces for the Faithful to use in worship... she remembers the name of the person in charge at the time... they may be gone by now... but what of their successor? Or their trainees... she looks to see how things came to this...

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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

 

"I'm afraid any tales about me would be rather dry," Barris chuckles, accepting his drink with clear anticipation. "Much like my throat in that regard." He takes a drink, making an approving sound before setting the mug back down. "Now that is fine!"

Having wet his whistle, the scholar's bearing changes a little. Though his cheery smile is the same, he seems a little less frayed around the edges, a bit more settled. "In all truth, I've been traveling around so much that I'm afraid I've quite lost the thread of where I stayed and when, and I'm sure you fine gentlemen have better things to do than watch me struggle to recall which stable I slept in when."

 

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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 hadn't been sure whether she was following Aurelia to help her keep out of trouble, or to help her back out of any trouble she decided to get into. But the sign on the ex-temple settled the matter, and it was definitely the latter.

It wasn't the drunkenness that bothered her, not the conversion of the temple itself. The temple had gone without a priest or staff for a long time, and it was only natural, albeit a pity, that the people of the village should find another use for it. It was the name that bothered Callie, and the blatant disrespect to Her person. That... Callie wasn't inclined to let it stand.

But she wasn't going to steal Aurelia's thunder. Aurelia clearly had more of a connection to this place than Callie herself did—Callie hadn't ever been here before—so if she wanted to start something, Callie would have her back. Directing her anger, for now, just into clenching and unclenching her fist, Callie looks up at Aurelia, waiting to see what she'll do.

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Calar

spacer.png

"Good evening to you Calar Amberwood. I am known as these days as the Beloved of Arbormast. Perhaps you will learn my other name by night's end." She looks at him curiously. "And worry not, I already called to you. You are most presentable priest of the Martyred Radiance." It's not as if his role is at all hidden on him, so her knowing doesn't raise any alarms. That she 'called' to him though... the bells. Not just a strange sound, but an intended one.

"Come. The play is better as a surprise, and it is of little consequence. No, I think the more gripping tale is your own, young man who shines of hope and power."

As she moves her hand forward for him to take and lead her in, she pauses. "Shall I... calm your mind? It is a spell, and I have learned that it is better to ask permission first before bestowing such gifts?" The offer is there for Calar to accept or decline.

Argus and Barris

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Rodery guffaws in amusement at Argus's claim at the arm wrestle. He cools a little bit to Barris's avoidance. "Heh. Do not try to fool a kidder, kid." The bear doesn't seem too offended though. "Still, not my business to bend another man's arm to say something he doesn't want to."

As they drink, it becomes pretty clear pretty fast the nature of this beverage. Though it can the sting of hard alcohol, so too is their the distinct notes and flavoring of coffee. It's a combination of a drink to ease one's inhibitions and the caffeine to make one excited and feel energized. A most fun, yet troublesome combination.

"Now I have to ask, what brings the faithful to this backwater town? Truly. I can guarantee the rumors are spreading, and if I can let the truth spread to drown out whatever scheming is about the Fey this night, I'm happy to help." He seems friendly enough about the offer, but also casual in a way that suggests that of course people would take notice to the new arrivals, and of course they'd be wondering what they're all about. "Or of course if you have a convenient lie, but trust me, the Fey are really good and figuring out falsehoods. Believe me. I've tried more than once." He offers a hearty chuckle.

OOC

@Chardastes @RedSavant: Need a Con save from both of you difficult 12. Disadvantage for Barris. On a success you're still doing fine, only a light buzz. If you fail, you'll feel your heart rate going up and have the mild urge to make this a long, memorable night of fun. Don't have to act on the urge, but the urge will be there.

 

Aurelia and Callie

As the two enter in, a few people take note of them, but don't seem to pay them much mind. It is one of the waitresses the approaches.

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"Well, a fine evenin' to ya sisters! How can I help ya! Need a table? Want a dance? drink? food? have your eyes on anyone pretty or not ya want to pay a drink fer?" She laughs and slaps her knee. "Lighten up! You two look so grim 'n gloom! Here ya both can kick yer shoes off and have a grand ol' time!"

The barmaid is pratically dancing as she stands in place seeing what business the new guests are interested in.

spacer.png

As she does so, Callie notices a middle-aged Halfling man on the rougher-looking side staring straight at her. As her eyes meets his he slowly lifts his mug and tilts his head her way. She's never seen him before. Likely it's just the nod of one Halfling to another, something pretty common among the short folk. However, maybe it's something else? There's a recognition in his eyes, and he sits along in the far corner with one other chair on the other side of his small table.

 

 

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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

 

Barris smiles disarmingly at Rodery as the gruff bear-man chastises him, though neither party seems to take it too much to heart. However, the instant their new host's attention slides back over to Argus, Barris's gaze fixes right back onto his mug. It's a fine thing, sturdy oak or some similar wood, and most importantly, it holds quite a bit more of this delicious spiced brew. "That would be very considerate of you, good sir," he says, taking another drink. "As it stands, I can't honestly say we have a mission here, to be precise, but there are those among us who would surely feel remiss to stock up on provisions and then leave at morning's light, I can assure you." Maybe it's the tavern atmosphere or maybe it's the drink, but the scholar seems even chattier than usual.

"This really is astoundingly fine. Is that nutmeg I taste? And the coffee too, of course. I have to wonder where they procured some here, of all places." Licking his lips as though they're already going pleasantly numb, Barris taps the book at his hip twice with his knuckles; a sigil on the hard cover begins to glow with a faint golden light, and Barris clears his throat. "Ahem. Dictation, my voice only, miscellany," he intones. "Some kind of coffee-infused ale being served at the Dryad's Kiss in Arbormast. Pleasantly full body, charming spice notes..." He takes a strong swig of at least two swallows. "And quite a kick."

 

Edited by RedSavant (see edit history)
Name
Jank way to do it but here's disadvantage.
13
2d20 1,12
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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

 

There is little left of the temple she remembered sans the general structure... she can see how the platform where the altar once was now housed the stage and such... but that's more adaptation of the building itself. Aurelia lets out a singular sigh, allowing herself to calm down her temper at least a notch or two. At least it doesn't seem like the images of their Lady were being defaced or blasphemed upon... the name may or may not be a mockery but at least this seemed, on initial appearances, more and appropriation of the building than a specific attack on their faith.

 

"My apologies for the grim face, miss. Last time I was around these parts this was still a temple to my Faith. Please, if you will, can you call for me the owner of this establishment. It is obvious there is much that has happened in but a few decades" says the elven woman, polite and cordial no matter how little she feels the emotions on her words. These people can't be blamed for dancing and enjoying life... ok, perhaps they can blamed a little bit for not appreciating the loveliness of a temple to the Martyred Radiance and allowing it to be fall to these extremes... but the youngest here perhaps never knew her light... How long have things been this way?

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Argus, in brass-plated armor and holding his glaive.Argus is disappointed at Barris's reluctance to speak about his recent past, but he's not disappointed at all in the beverage... a delightful combination of two different types of brew recall to mind his younger, more adventurous days.

 


[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).
Name
CON Save
15
1d20+6 9
Insight with disadvantage
16
drop(2d20,highest)+5 14,11
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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 | Saves | Spells

Calar smiles at the strange, mysterious woman. He looks at her a long moment and considers her offer. Finally, he says, "Mmmm, no thanks. I like to see the world through my own lens, not one someone paints for me. If I change my mind though, I will be sure to tell you."

He looks at the front of the theatre and then back to the Beloved of Arbormast. He then says, "I'm sure lots of people worked very hard to put together this play. I would hate to be late and diminish their good efforts. I'm sure we will have plenty of time to talk about whatever you want to know. I know I have questions. Shall we go inside?" He extends his arm for her to take.

If the Beloved is actually flirting with Calar, it's somewhat lost on him. While he absolutely recognizes her as a beautiful woman and, in a town full of fey, it is extraordinarily dangers to just let someone cast a spell on you. It could be a charm spell or worse! No, better to enjoy the event of his own free will. But he's not here to make trouble; quite the opposite. He already heard how priests are not looked upon favorably in this town. Perhaps there is a chance to change that. Or perhaps this is all an elaborate trap. He has considered possibilities and decided that he is beyond "playing it safe." Although others in there group would have this woman in irons by now, perhaps it's okay to just listen at times. Then we can decide on our own.

 

 

Tabletop

 

 

  

  

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Aurelia and Callie

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The waitresses head quirks to one side. Apparently it's not a common request to speak with the owner. She shrugs. "Well, I'll certainly ask. If'n you'll wait just right there. Will take but a minute." She moves off to drop a few more drinks off and the two catch her whisper something to another barmaid, who in turn looks to a barkeep and makes a gesture. The barkeep looks off to the side and gives a nod.

There's something both entertaining and troubling about the chain communication. The first waitress makes it to the barkeep and they exchange some words and she makes her way back. Likely just a bit over a minute had passed, but not by much.

"Well, seems like the owner is in a talkative move. Follow me, ladies." She leads them over to the rough-looking Halfling that had been looking at Callie earlier.

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"Have a seat Abbess... and Miss Hilltopple. HOw can a humble man help you this fine eve?" His voice is weather roughly, and he looks anything but simple and humble with scars, leather armor, and a look of a man who knows how to fight.

Argus and Barris

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To Argus's discerning eye, Rodery's concern is genuine. It's not so dire that merely being a member of the faithful is life-threatening, but Argus picks up there's history in this town, a history with some trouble behind it. "Well then, there's nothing to worry about then." He slaps Barris on the back, and the wizard an feel his heart race a little harder. He's happy, he's excited, and he can also feel his body strain just a bit.

"Now to more pleasant business then. What's your fancy, friend?" He's speaking directly to Argus. "There's lots to do here in the evening. There's dancing, there's brawling, there's mingling about with some of the Fey, gambling, jesting, all sorts of things. If you're only here for one night, best make the most of it. My treat! We need one more drink to go?"
 

Argus can feel himself ten years younger, though his rational mind knows it's just the drink kicking in. He does feel food though, and ready for a fun night if he so chooses.

Calar

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"As you wish." She moves her arm deftly into his, and it's as if Calar's entire side is lit up with fireworks. Still, there seems to be no ill-intent from the Beloved of Arbormast, and she casts no spell on him.

The two move inside and no bar their way. It's not a large theater, but it does have a second floor which the move up to. Of course it is a box seat awaiting the two of them and just the two of them. Soon enough a pair of drinks is brought to the two of them. Her cup is of elaborate glass and platinum, with some sort of vibrant silver liquid inside. For Calar it is water. "I apologize, if there is another drink you would like, simply name it." The Beloved turns to look at him fully. The lights begin to dim as a small orchestra begins to play an overture. "I find myself deeply intrigued by your destiny. It shines so very bright, Calar.

"I am happy to be what assistance that I can. Name your first question for me."

 

Edited by Peacemonger (see edit history)
Name
Waitress's Insight
8
1d20-1 9
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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

 

Something may be underfoot here. What? No way to know just yet... still, as they are called to follow the waitress, Aurelia doesn't move for a couple seconds, putting a hand on Callie's shoulder and turning to look at the young halfling who had stuck by her as she was moved by her need to know what had happened in the Temple. Out of concern? Just following her Abbess? She may not know exactly why the group shook out as it did... and yet, she's glad for her presence.

 

"Callie. Keep your eyes and ears peeled. I've got plenty of things I'm good at... and things I'm not as good at. Only you can show me here what things look like from another perspective. You can trust me to lead the talk if necessary... but I'll need you to let me know what you notice that I don't. As long as you're prudent, don't be afraid to speak your mind" says the Abbess in a hushed whisper, finishing her talk with a gentle squeeze on that little shoulder that nonetheless holds a great weight of responsibility. To carry part of the future of the Faith.

 

With that, Aurelia begins her walk through the inn... towards the rugged halfling man who appears to be the owner of this establishment. Certainly not the type that she was expecting. Aurelia doesn't know if that's good or bad at the moment... but it certainly seems to be more complicated. She gracefully takes to her seat. And narrows her eyes but a little bit. To know who Aurelia is, that is one thing... to know Callie? The paladin is internally even more on the alert than before "You are quite well informed as to whom we are. I'm embarrassed not be able to claim the same, Mr. Please, if you'd help me clear myself of such..." she'd say, giving him a chance to introduce himself before she continues onto the business...

 

"I'd like to know what happened to the Temple and our Faithful residing here. I know roughly sixty winters is a long time for most folk, but I was here then and things were quite different" she says, going straight to the heart of the matter.

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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

Well, talking to the owner. Sure. It was, as usual, more restrained than what Callie had been thinking. And more likely to be productive... Still, Callie was glad to hear that Aurelia didn't consider her presence here a waste. At first, she just gives gives the Abbess a nod, still working out her anger in clenching and unclenching her fist. But after a moment, she smooths out her frown. "Have I ever been afraid to speak my mind?" The grin that accompanies her response is plainly somewhat forced.

Callie grabs a third chair on the way to the corner of the room, swinging it into place and hopping up into it, perhaps not with the grace Aurelia took her seat, but with practised ease. She leans forwards, elbows on the table, and also narrows her eyes at the other halfling. "Can't say as I remember meetin' you, neither." Callie makes no effort to keep the suspicion from her voice. "And I hope you're not the one behind the name." She flicks her thumb towards the sign.

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