Fearless Half-Orc Freedom Seeker
Nature. Faithful Bulwark; Demeanour. Easily Bored
Relations. The Wanderer’s Refuge (); The Eyes of Truth ()
Senses. Darkvision, Divine Sense
Proficiency Bonus. +2
Health. 31 (10+6+6 [3d10HD] +9 [Con])
Health and Defense
Attributes and Skills
|Sleight of Hand|
Racial and Class Abilities
- Darkvision. Thanks to your orc blood, 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 colour in darkness, only shades of grey.
- Relentless Endurance. When you are reduced to hit point but not killed outright, you can drop to 1 hit point instead.
- Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Adventurer of the Seas [Sailor] (Background)
- Ship’s Passage. When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you’re calling in a favour, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
- Skill Proficiencies. Athletics, Perception
- Tool Proficiencies. Navigator’s tools, vehicles (water)
- Equipment. A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp.
- Armour. All armour and shields.
- Weapons. Simple and martial weapons.
- Tools. None.
- Saving Throws. Wisdom, Charisma.
- Skills. Insight, Medicine.
Divine Sense (1st). 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.
Lay on Hands (1st). 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: Defense (2nd). While you are wearing armor, you gain a +1 bonus to AC.
Spellcasting (2nd). You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Divine Smite (2nd). When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Health (3rd). The divine magic flowing through you makes you immune to disease.
Sacred Oath: Oath of Vengeance (3rd). You swear the oath that binds you as a paladin forever. The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set
right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.
- Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.
- No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
- By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.
- Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
- Channel Divinity: Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
- Channel Divinity: Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
- Oath Spells. Bane, Hunter’s Mark.
Spell Slots. 3 (Class) +2 (Oath)
- Bane. (1 Action, Range 30 ft; Duration Concentration, up to 1 min) Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
- Cure Wounds. (1 Action, Range Touch; Duration Instantaneous) A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- Hunter’s Mark. (1 Bonus Action, Range 90 ft; Duration Concentration, up to 1 hr) You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
- Compelled Duel. (1 Bonus Action, Range 30 ft; Duration Concentration, up to 1 min) You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
- Heroism. (1 Action, Range Touch; Duration Concentration, up to 1 min) A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
Weapons and Armour
- Wavecrash. Trident; 1d8 piercing; Thrown (20/60); Versatile (1d10); 4 lb; This Trident is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a powerful wave of water, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Strength saving throw, taking 2d8 bludgeoning damage on a failed save and be pushed 10 ft. to either side (user’s choice), or half damage on a successful one. The wave turns back into a Trident when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Trident plus 2d8 cold damage. Crafted from blue steel, this finely made trident’s head is adorned with flowing wave motifs. Those wielding the weapon feel drawn to immersing themselves in large bodies of water.
- Glaive. 1d10 slashing; Heavy; Reach; Two-handed; 6 lb
- Spear. 1d6 piercing; Thrown (20/60); Versatile (1d8); 3 lb
- Chain mail. +16 AC; Disadvantage; 55 lb
- Shield. +2 AC; 6 lb
- Holy Symbol of Fharlanghn. Amulet; 1 lb
- Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 59 lb
(Short description of the character’s appearance.)
(A description of the character’s personality.)
(A few paragraphs on the character’s history leading up to joining the Silver Ravens Guild. Make sure to include the connections that we created during character creation.)
Before the Campaign
(A summary of the character’s history since joining the party.)
- PC bailed you out during EVENT. What awesome thing did they do that surprised you?
- You and PC were rivals, but something changed between you not too long ago? What emotions still linger? Guilt? Resentment? Love? Sadness?
- When push came to shove at the Midsummer Festival, Miri displayed something you weren’t expecting. What was it, and how did you react?
While aiding Miri in her escape from the corrupted clergymen’ mob, Sinowar expected the Aasimar to just disappear without so much as a thank you as soon as possible. However, when they reached that crossroad, Miri chose to stay with her which was not only accepted by the paladin but embraced as a blessing of companionship and admiration.
The Eyes of Truth