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Yaldiled Gurvys, Dragonborn Bard and Paladin


saithor

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Yaldiled Gurvys

Exiled Half-Dragon Entertainer and Champion

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"The World Needs Joy and Strength in Equal Measure"

 

PALADIN 4 / BARD 1

Medium humanoid female (Metallic Dragonborn), neutral good


Armor Class 19

Hit Points 38/38
Speed 30 ft


Senses 

Languages Common, Draconic

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 18 (+4)
Save +4
Athletics +7


Dexterity 12 (+1) 
Save +1
Acrobatics +4 | Sleight of Hand +1 | Stealth +1


Constitution 13 (+1)
Save +1
No skills associated.


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


Wisdom 10 (+0)
Save +3 
Animal Handling +0 | Insight +0 | Medicine +0 | Perception +3 | Survival +0


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

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools forgery kit
  • Instruments none
  • Weapons Martial and Simple Weapons
  • Armors Heavy Armor, Shields

PALADIN CLASS ABILITIES
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 Hands (20 HP)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 x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
| Fighting Style (Blessed Warrior)Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

You learn two cantrips of your choice from the cleric spell list. 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.

Choices: Spare the Dying and Guidance
| 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.  | Sacred Oath AncientsWhen 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. 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. | Channel DivinityWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.

Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.


BARD CLASS ABILITIES

Bardic InspirationYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
| | |


RACIAL TRAITS

  • Draconic Ancestry (Silver)
  • Breath Weapon (Cold)
  • Draconic Resistance (Cold)

FEATS
4th Level ASI (+1 Str and Cha)

 

WEAPONS

WEAPONS

  • +1 Warhammer

 

SPELLS

SPELL SLOTS 4/4 (1st), 2/2 (2nd)

  • Paladin - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5
  • Bard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 4

CANTRIPS (Bard)

Vicious Mockery | Minor Illusion (C)


CANTRIPS (Blessed Warrior)

Guidance (C) | Spare the Dying


FIRST LEVEL (Paladin)

Ensnaring Strike | Wrathful Smite (C) | Bless (C) | Command | Purify Food and Drink


FIRST LEVEL (Bard)

Thunderwave | Dissonant Whispers | Tasha's Hideous Laughter | Earth Tremor

 

* Fey Touched spell. / ** Eldritch Adept spell / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

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

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (162 lbs.)

  • Weight: 139 lbs. / 270 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH ( lbs.)

Copper: 0 | Silver: Gold: 167| Obsidian: | Platinum: 0

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


EQUIPEMENT READIED ( lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor Splint Mail, Shield ( 66 lbs.) 
  • Weapons +1 Warhammer, Five Javelins (12 lbs.) 
  • Readied Items Amulet, Drum ( lbs.) 

EQUIPMENT STORED (84 lbs.)

Stored items can be retrieved with an action.

  • In Backpack a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, Fine Clothes, 3 vials of Anti-toxin, and a waterskin ( lbs.) 
  • Strapped to Backpack 50' of Rope, Hooded Lantern, Climber's Kit, Shovel ( lbs.)

EQUIPMENT NOT CARRIED (--)

  • At Home normal house stuff that wouldn't be helpful for adventuring

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

+1 Warhammer


ATTUNED (0/3)

 

 

APPEARANCE

Age Height 6'4Weight 157 lbsHair None | Eyes Blue | Complexion Silver 


 

 

BACKGROUND

ENTERTAINER (Singer, Instrumentalist, Storyteller)
Source PHB


  • Personality Traits: Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
  • I believe that above all else Freedom is something everyone should have
  • Ideals: When I perform, I make the world better than it was. The world deserves for all in it to be happy, and if it needs a sword-arm as much as it needs a drummer, I will oblige.
  • Bonds: My mentor, Otmer Honormail, means the world to me.
  • Flaws: I'm convinced that no one could ever fool me the way I fool others.
  • I despise slavers and slavery, and will not tolerate their presence.
  • I cannot back down from what I see as doing the right thing, especially if it involves freeing others from oppression.
  •  

Background Feature: By Popular Demand


BACKSTORY - Yaldiled was born in the Isles of Xantharos, as a slave. Despite this ignoble start, her draconic ancestry, even if not fully to half-dragon status, allowed her some privileges the other slaves were not afforded. She was trained as an entertainer, a musician, someone to keep the true masters of the isles happy and make guests feel welcome.

Even still, better treatment was still being a slave. She didn't know much beyond that life, but others who were not born into it told her of freedom. Maybe out of wanting her to know when she hadn't, or maybe to help convince her to help with their escape. Even as a slave, being closer to the top meant a better chance of getting to keys, to passing through their master's areas without as much of a fuss. Between them, her and nine others managed to secure supplies and a skiff, hoping to escape the Isles.

When they first set off for the mainland, they thought the lack of pursuit on the first day was due to how few of them were making their escape. They realized the truth when the storm began the next day, and refused to stop. By the time the boat they had stolen reached the mainland, carried by the wild winds and rough waters, Yaldiled was the only survivor. Clinging to the remnants of the boat, she washed ashore in the kingdom of Aglarion near the North Bay Lighthouse, where she pretended to be a survivor of a shipwreck, hoping to evade anyone who might identify her as an escaped slave.

She enrolled with the College of Minstrels, but her guilt over her being the only survivor ate at her, and gnawed until she eventually withdrew from the college and went into the wilderness. She tried to help others as best she could, but a lack of training led to ill results at first, mostly for her own detriment. It was one of those attempts that she was wounded to the point of near death, and taken to the Temple of the Redeemer in Anabur, where she met the dwarven paladin Otmer Honormail.

Maybe the Dwarven Paladin saw something in here. Maybe he just felt pity. But he took her under his wing, trained her, and she has done her best to live by the ideals he has taught her ever since. She one days hopes to return to the Isles, to free the other slaves, but realizes that is a day that may never come. For now, helping others will suffice.

 

  

POSTING TEMPLATE


Yaldiled Gurvys Dragonborn Paladin 4/Bard 1

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AC: 19 | HP: 38/38 | Initiative: +1 | Passive Perception: 13 | Spell Attack: +6 | Spell DC: 14 | DM Inspiration: 1/1
Cantrips; Vicous Mockery, Minor Illusion, Spare the Dying, Guidance
Memorized Spells;
Level 1 | ▣ ▣ ▣ ▢ | Ensnaring Strike, Wrathful Smite, Bless, Command, Purify Food and Drink, Dissonant Whispers, Earth Tremor, Thunderwave, Tasha's Hideous Laughter
Level 2 | ▣ ▢ |


Post goes here.

"Speech"

thoughts in italics

Mechanics

Main Hand: +1 Warhammer
Off Hand: Shield


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     
Edited by saithor (see edit history)
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