Bok_Choi

Rai the Glory Paladin

Oct 20th, 2021 (edited)
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  1. ~General Info~
  2. Class: (Paladin, Oath of Glory 7/ Fighter, Battle Master 4)
  3. Race: Harengon
  4. Name: Rai Qaloup
  5. Sex: M
  6. Alignment: Probably Good
  7. Age: 22
  8. Background: Far Traveler
  9. Saving Throws: Wisdom, Charisma,
  10. Skill Proficiencies: Athletics, Persuasion, Perception, Insight
  11. Tool Proficiencies: All Armor, Shields, Simple and Martial weapons, simple weapons, bagpipes
  12. Languages: Common, Celestial
  13. Proficiency bonus: 4
  14.  
  15. Race: Harengon
  16.  
  17. You are Humanoid
  18. Size. You are Medium or Small. You choose the size when you select this race. (Small)
  19. Speed. Your walking speed is 30 feet. (+ 10 from Aura of Alacrity for 40)
  20. Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
  21. Leporine Senses. You have proficiency in the Perception skill.
  22.  
  23. Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can’t use this reaction if you’re prone or your speed is 0.
  24.  
  25. Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus (20), without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  26.  
  27. --Background: Far Traveler--
  28.  
  29. Feature: All Eyes on You
  30.  
  31. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
  32.  
  33. Personality Trait: I honor my deities through practices that are foreign to this land.
  34. Ideal: Adventure. I'm far from home, and everything is strange and wonderful!
  35. Bond: The gods of my people are a comfort to me so far from home.
  36. Flaw: I have a weakness for the new intoxicants and other pleasures of this land.
  37.  
  38. --Class: Paladin 6--
  39.  
  40. 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. 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.
  41.  
  42. 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.
  43.  
  44. 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.
  45.  
  46. 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.
  47.  
  48. 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.
  49.  
  50. This feature has no effect on undead and constructs.
  51.  
  52. Fighting Style: Protection
  53. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  54.  
  55. Spellcasting:
  56. 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 (6). The spells must be of a level for which you have spell slots.
  57.  
  58. Spell save DC = 8 + your proficiency bonus + your Charisma modifier (14)
  59.  
  60. Spell attack modifier = your proficiency bonus + your Charisma modifier (6)
  61.  
  62. Spells: Shield of Faith, Bless, Command, Warding Bond, Prayer of Healing [Guiding Bolt, Heroism, Enhance Ability, Magic Weapon]
  63. Slots: 4 first level, 2 second level
  64.  
  65. Divine Smite
  66. 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.
  67.  
  68. Divine Health:
  69. By 3rd level, the divine magic flowing through you makes you immune to disease.
  70.  
  71. Extra Attack:
  72. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  73.  
  74. Aura of Protection:
  75. 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.
  76.  
  77.  
  78. --Oath of Glory--
  79. Actions over Words. Strive to be known by glorious deeds, not words.
  80. Challenges are But Tests. Face hardships with courage, and encourage your allies to face them with you.
  81. Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
  82. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
  83.  
  84. Oath Spells: Guiding Bolt, Heroism, Enhance Ability, Magic Weapon.
  85.  
  86. Channel Divinity: 1/1
  87. Peerless Athlete.
  88. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
  89.  
  90. Inspiring Smite.
  91. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.
  92.  
  93. Aura of Alacrity
  94. At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
  95.  
  96. ~~
  97.  
  98.  
  99. **Class: Fighter 4**
  100.  
  101. Fighting Style: Dueling
  102. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  103.  
  104. Second Wind:
  105. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. (1d10+3)
  106.  
  107. Action Surge:
  108. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
  109.  
  110. Once you use this feature, you must finish a short or long rest before you can use it again.
  111.  
  112. Martial Archetype: Battle Master
  113. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
  114. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
  115. Maneuver save DC = 8+Prof+Dex (16)
  116.  
  117. Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
  118. Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  119. Bait and Switch: When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
  120.  
  121.  
  122. Feat: SHIELD MASTER
  123.  
  124. You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
  125.  
  126. If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  127. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. (+3 shield, for +5 total)
  128. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
  129.  
  130. Slasher:
  131. Increase your Strength or Dexterity by 1, to a maximum of 20.
  132. Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  133. When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
  134.  
  135.  
  136.  
  137. STATS: (17, 14, 14, 14, 11, 7)
  138. Strength: 19 (+4)
  139. Dexterity: 14 (+2)
  140. Constitution: 16 (+3)
  141. Wisdom: 11 (+0)
  142. Intelligence: 7 (-2)
  143. Charisma: 14 (+2)
  144. HP: 100/100
  145. AC: 19 (Chain Mail + Shield)
  146. GP: 5
  147. Level 9
  148.  
  149. Equipment: Longsword, shield, 5 javelins, explorer’s pack, chain mail, holy symbol, One set of traveler's clothes, a set of bagpipes you are proficient with, poorly wrought maps from your homeland, a small ring worth 10 gp in the style of your homeland's craftsmanship, and a money pouch.
  150.  
  151. Combat:
  152. 1d20+6 initiative
  153. 1d20+8 hit, 1d8+6 longsword + stuff like smites, superiority dice,
  154. 1d20+8 shove (adv with peerless athlete)
  155.  
  156. Backstory:
  157. They arrived three years ago, from the shore. Having just come of age, ready to explore the wider world - no matter the danger, Rai thought to meet these strangers that had come to their continent. Setting off from his tribe’s home deep in the Katakhan Jungle, he came to New Aether, awestruck by this strange, new society.
  158. They knew not of the Harengon gods, so that was a shame… But the foods! The drinks! The entertainment! He decided to make a living honing his ability, taking on jobs, and frequenting his favourite tavern… Probably a little more than he should.
  159.  
  160. So Rai stayed here in New Aether, only for a while, being one of the few, if not the only Harengon to call this new city his home and turning heads wherever he goes. He’s made a name for himself, by barely even trying to!
  161.  
  162. Wait, has it really been almost three years since he left home? It has? ‘Well,’ Rai thinks, as he recounts another tale to the tavern patrons, sipping the latest house drink, ‘I’m sure everything’s fine.’
  163.  
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