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Nadeline Gorso, Human Paladin


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Nadeline Gorso

Paladin of the Eternal Mother


"Justice will prevail."



Medium humanoid female (variant), Lawful Good

Armor Class 17 (19 shield)

Hit Points 40/40 (1d10+2= 12 for 1st, 5+2 for each lvl after)
Speed 30' ft.

Senses none

Languages common, sylvan

Proficiency Bonus +3



Proficiency Bonus: +3

Strength 18 (+4)
Save +4 
Athletics +7

Dexterity 10 (+0) 
Save +0 
Acrobatics +0 | Sleight of Hand +0 | Stealth +0

Constitution 14 (+2)
Save +2 
No skills associated.

Intelligence 8 (-1)
Save -1
Arcana -1 History +2 | Investigation -1 | Nature -1 | Religion +2

Wisdom 8 (-1)
Save +2 
Animal Handling -1 | Insight -1 | Medicine -1 | Perception -1 | Survival -1

Charisma 16 (+3) 
Save +6 
Deception +3 | Intimidation +6 | Performance +3 | Persuasion +6

(E) denotes expertise. / Bold denotes proficiency.




  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Persuasion, and Religion
  • Equipment:
  • (a) a martial weapon (longsword) and a shield
  • (b) any simple melee weapon (mace)
  • (b) an explorer's pack
  • Chain mail (sold) and a holy symbol (amulet)

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.
  | Fighting Style- Blessed WarriorYou learn two cantrips of your choice from the cleric spell list. (Sacred Flame and Word of Radiance)

They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
 | SpellcastingThe 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. 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.

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

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
 | 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.  | Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.| Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. |Oath SpellsEach 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 DivinityYour 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.


HallowYou can use your Channel Divinity to infuse
an area as sacred ground. As an action, you
present your holy symbol and speak a prayer. The
effect functions as a hallow spell with a radius of
up to 30 feet and lasts for 1 minute. When you use
this feature, you can only choose the Courage or
Energy Protection features of the spell.
| Cleansing Lay on HandsYou can use your Channel
Divinity to empower your Lay on Hands ability.
By extending one use of your Channel Divinity,
you can cure multiple diseases and neutralize
multiple poisons with a single use of Lay on Hands
without expending hit points separately for each
affliction. This use of your Lay on Hands also
functions against negative influences that include
being charmed, cursed, or frightened.

Size- medium | Speed- 30 ft | ASITwo different ability scores of your choice increase by 1. (Str and Cha) | LanguagesCommon + 1 (Sylvan) | 1 Skill (History) | 1 Feat (Guardian)

GuardianYou protect your allies and sense danger before it
happens. You gain the following benefits:

• You gain a +1 bonus to AC if there are allies within 5 feet of you.
• As a reaction, you can protect an ally who is within 5 feet from you from an attack of opportunity. If you use this action, the attack automatically misses.
• When an ally who is within 5 feet of you is attacked,
you can shield them with your body. As a reaction, you switch the target of the attack to yourself, using your own AC to determine if the attack hits and taking damage
if it does.
| ASI (+2 Str)




  • +1 Longsword +7 to hit for (1d8+4) slashing, magic damage. | Versatile (1d10)
  • Mace +6 to hit for (1d6+3) bludgeoning damage.



SPELL SLOTS 4/4 (1st), 2/2 (2nd)

  • Paladin- Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 5

Oath Spells

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.
(C) | Purify food and drink1st-level transmutation (ritual)

Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
 | Lesser Restoration2nd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
 |  Protection from poison2nd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.


Sacred FlameEvocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Word of RadianceEvocation cantrip

Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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.
(C) | Searing Smite1st-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
 (B,C)| Thunderous Smite1st-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
(B,C) | Wrathful Smite1st-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.


Branding Smite2nd-level evocation

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
 (B,C)|  |  |  | 

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.







  • Weight: 125.04 lbs. / 270 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (9.04 lbs.)

Copper: 0 | Silver: 5 | Gold: 447 | Obsidian: 0 | Platinum: 0

(452 Coins x .02 lbs. =9.04 lbs. Total Weight)


Equipped items can be retrieved with a manipulate item interaction.

  • Armor (66 lbs.) Splint mail (D)- 60 lbs., 6 lbs.
  • Weapons (7 lbs.) +1 Longsword* - 3 lbs. | Mace- 4 lbs. |  
  • Readied Items (2 lbs.)  a holy symbol (amulet)- 1 lb. | a money pouch- 1 lb.


Stored items can be retrieved with an action.

  • In Backpack (30 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox- 1 lb. | a set of common clothes- 3 lbs. | a deck of cards | a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner) | An insignia of rank | Rations (10)- 20 lbs.
  • Strapped to Backpack (17 lbs.) Waterskin - 5 lbs. | Bedroll- 2 lbs. | Torches (10)- 10 lbs.


  • At Home 

* Denotes magic item (see below)/ D is stealth disadvantage




+1 Longsword


 |  | 



Age 30 | Height 5' 9" | Weight 145 lbs. | Hair Golden Brown| Eyes Mid Brown | Complexion Weathered

Nadeline had gone through this routine before. She normally found it soothing; a time to gird the mind as well as the body before heading out to protect the realm. But this time a different monster waited to be slain and that made all the difference. She would take 30 hellhounds before disappointing the man who had carefully trained and mentored her; chose her for the honor of his tutelage above the many rejected ever year. Or perhaps she was the monster this time.

And yet, when she regarded the mirror with resignation, she didn’t see a monster. Just a woman, reaching for her padded armor to buckle around muscular thighs and torso. She’d been told she resembled her mother greatly, but the dusty remnants of memory couldn’t verify that for herself. Too young when her mother yet lived, and too long ago.

Nadeline looked down to secure the first of the chain mail -chausses layered over the padding meant to protect her legs from the cruel bite of rings and blades both- and attached them to the belt at her waist before sliding the hauberk down over her chest. It minimized the breasts that many softer ladies took the trouble to exaggerate- not that she’d paid much mind to such things since beginning her training in earnest.

Now the weight started to settle on her broad shoulders; a welcome sense of solidity and safety that she’d worked for years to be able to bear. Weight that many of her family had borne before her, and though no others belonged to the Crown at the moment, weight that the brothers she hadn’t had contact with since scattering to the winds may yet be donning in their own ways throughout the Realm and beyond. Two children for the Order of the Crown that the Gorsos had served for so long (when many families vied to provide one candidate worthy of the honor every few generations) should have been enough. 

With a heavy sigh she slid the sleeves of the mail over strong biceps with hands calloused from long hours in the practice yard and reached for the padded cap. That went to secure the golden brown hair braided and twisted up neatly to coil at the base of her head. Then came the maille to protect her slender and vulnerable neck and the helm to crown it all. Once the extra dexterity was no longer required, Nadeline retrieved her gauntlets and turned to the ever-judgmental looking-glass once more.

A warrior finally stood in the mirror for her muddy brown eyes to behold, strong of limb and severe of feature, where the lady once had been. The warrior exuded power and control, did not doubt, did not want to hide from the coming confrontation or the fears of its childhood. It was a guardian of the Realm beyond the fragile mortal that lay beneath it, though always acting within its righteous morality, and knew its purpose well.

No, the monster was still her father, and those demon-spawn he’d sired. It was because of them that she’d decided protecting the Realm, taking that Oath, was not enough. Because even the Knights of the Crown allowed those creatures to roam unchecked so long as they did not threaten the greater peace of the Realm. The Eternal Mother was not so tolerant of such unnatural creatures, and thus her path was clear.

Time to break Sir Cyne’s heart.



Source Player's Handbook



Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set (deck of cards), vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp

  • Personality Traits: I’m always polite and respectful. I’ve lost too many friends, and I’m slow to make new ones. I can stare down a hell hound without flinching.
  • Ideals: Greater Good. Our lot is to lay down our lives in defense of others. (Good)
  • Bonds: My honor is my life. I’ll never forget the crushing defeat I suffered or the enemies who dealt it. Those who fight beside me are those worth dying for. I fight for those who cannot fight for themselves.
  • Flaws: The monstrous enemy we faced in battle still leaves me quivering with fear.

Background Feature:  Military Rank- Squire, Knights of the Crown

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


Nadeline was quite young when her mother died; young enough that the girl who hero-worshiped her mother and was accustomed to being the apple of her father’s eye was devastated when they both disappeared from her life in one fell swoop. No one bothered to tell the young girl the cause of her mother’s demise, whether out of their own grief and distraction or a wish to spare her the grisly details, and when she was old enough to ask, the family had bigger issues to worry about than rehashing the past.

So she spent many of her days confused and crying herself sick outside of her father’s rooms and begging him to come out, come back. Her oldest brother, a newly-minted Knight of the Crown, finally returned home to peel her away and issue stern instructions to their other brothers to not let her back. Nadeline slept deeply that night and rose straight-backed and newly-resolved. Her mother was gone and her father wasn’t worth the tears she’d cried over him if he couldn’t be there for his grieving children. She needed to be her mother’s daughter and step up to help what remained of their family. Gerasimos handled nearly everything in consultation with their steward and still found time to be bother brother and pseudo-parent to his younger siblings. They settled into a new routine over the next few years, empty and uncertain compared to what had been, but peaceful and idyllic compared to what would come after.

They should have been able to greet their father’s emergence from seclusion with joy; instead, the madman he’d become unleashed a nightmare. He made free and frequent use of frightening and unnatural powers and freely dallied with any woman he could to deliberately pass them on. Nadeline and her siblings watched the curse on their bloodline unfold with horror and dismay. They tried to fight the decline and the fall of everything their family had ever stood for, to no avail. Matters came to a head when Gerasimos tried yet again to reason with their father and Ziademos simply killed him. Their new “siblings” took that as a signal of open season on the heads of Urmissa’s children and they fled for their lives, leaving their home to the chaos-spawn.

Nadeline ended up in the capital, squire to a Knight of the Crown on the strength of her mother’s name and legacy.  Following in her family’s footsteps was her dearest dream and she threw herself into her training, mind, body and soul. But the more she progressed in her training, the more concerning the rumors coming out of Gorso became. When it came time to take the Oath of Protection and became a full Knight, she declined to offer herself to the priests of the Eternal Mother as a Paladin. She and her knightly mentor parted in anger and disappointment, but Nadeline felt called. What better tribute to her mother than to serve an eternal one, and to make up for her father’s sins by taking the Oath of Cleansing in Her name?

Now she has been a blooded warrior of the Eternal Mother for some years, cleansing the land as required of those like the monsters who drove her from her home and the horrors they work upon the land. But her father’s demon spawn are coming of age and seem determined to pass their curse on to a new generation. Nadeline has not forgotten. She longs to cleanse her bloodline and reclaim the Gorso lands for one of her true siblings, and in their noble mother’s honor. Urmissa would be horrified at what her husband and lands had become, but she would not want family killed if they could possibly be saved.



Edited by RillaTaj (see edit history)
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