Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- NAME: Julia Velmond
- Starting class: Paladin
- Skills: Persuasion, Athletics
- Starting race: Custom Lineage
- Charisma +2, Medium size, Fey-Touched feat (Charisma), darkvision (60 ft.), know Common and Abyssal
- Background: Haunted One (modified)
- character saw some REAL SHIT in her visions, also the lord of darkness is going to be put inside a solar eclipse, and she's gotta do it
- Skills: Stealth, Perception
- Languages: Infernal, Draconic
- Feature: Heart of Darkness
- 15 STR (+2), 8 DEX (-1), 14 CON (+2),
- 8 INT (-1), 10 WIS (+0), 18 CHA (+4)
- HP: 67
- AC: 20
- Hit dice: 7d10 + 1d8
- Spell save DC = 15
- Spell attack modifier = +7
- Proficiency bonus: +3
- Proficiencies: Initiative, Persuasion, Athletics, Stealth, Perception, all armors, shields, simple weapons, martial weapons, Wisdom saving, Charisma saving, Languages (Common, Abyssal, Infernal, Draconic), every single Power Ranger, (medium armor, shields, and martial weapons) (this one's as a funny)
- EQUIPPED:
- * +1 wooden staff (1d6/1d8 versatile)
- * shield (holy symbol)
- * Plate armour
- * backpack?
- SPELL SLOTS: 1 Pact (1st), 4 Spell (1st), 3 Spell (2nd)
- Warlock spells known:
- Cantrips: eldritch blast, magic stone.
- 1st Level: shield, wrathful smite.
- Paladin spells prepared (7):
- 1st Level: shield of faith, command, bless, protection from evil and good. (gift of alacrity, detect magic, alarm.)
- 2nd Level: aid, locate object, find steed. (misty step, moonbeam, see invisibility.)
- Level 1: Paladin 1
- Divine Sense (5/LR),
- Lay on Hands (40 points)
- Action: Spend x points to restore x HP to target creature in touch.
- Action: Spend 5x points to cure disease/neutralize poison x times to target creature in touch.
- Level 2: Warlock 1
- Pact Magic,
- Otherworldly Patron (Hexblade)
- Hexblade's Curse,
- Hex Warrior (Staff),
- Expanded Spell List
- Level 3: Paladin 2
- Spellcasting,
- Divine Smite,
- When your attack hits (free action): Spend 1 spell slot to deal 1d8 radiant damage, +1d8 for each level, +1d8 if target is undead or fiend.
- Fighting Style (Dueling)
- While using only 1 weapon in one hand, +2 to damage rolls with that weapon.
- Level 4: Paladin 3
- Channel Divinity only usable 1/SR!!
- Divine Health,
- Immune to diseases.
- Channel Divinity: Harness Divine Power,
- (2/LR, bonus action): Regain 1 1st-level spell slot.
- Sacred Oath (Oath of the Watchers)
- Channel Divinity: Watcher's Will,
- (Action): For 1 minute (10 rounds), you and up to 4 visible creatures in 30 feet gain advantage on INT, WIS, and CHA saving throws.
- Channel Divinity: Abjure the Extraplanar
- (Action): Each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw.
- On fail: Creature becomes turned for 1 minute (10 rounds) or until they take damage. (A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. 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 take the Dodge action.)
- Level 5: Paladin 4
- FEAT: Polearm Master
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
- Level 6: Paladin 5
- Extra Attack
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Level 7: Paladin 6
- 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 (+4). You must be conscious to grant this bonus.
- Level 8: Paladin 7
- AURA OF THE SENTINEL
- You emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
- Starting Equipment
- (a) a martial weapon [greatsword] and a shield
- (a) five javelins
- (b) an explorer's pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
- * Chain mail and a holy symbol
- * Monster hunter's pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches)
- * a set of common clothes
- * a little black book that records your dreams, and yours alone, when you sleep
- * 1 sp
- OTHER NEAT ITEMS
- * Plate armour over chain mail
- * a glaive? that'd be cool, i like glaives (silvered)
- * component pouch
- * Dragonchess set?
- * a grappling hook (look i gotta get the castlevania reference in somewhere)
- Level 8: 1 uncommon magic item, 2 common
- Spell scroll of feather fall, Potion of Healing, +1 wooden staff (1d6/1d8)
Add Comment
Please, Sign In to add comment