She-Who-Was-Esvel | ||
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Class: Paladin |
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Alignment: Lawful Neutral | Speed: 30 feet | |
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AC: 21/25 | |
Resistances: Lightning, Poison, Adv vs Poisoned & Death Saves, |
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Initiative: +0
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Other Info | |||
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Lineage: Revenant [Human] |
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AppearanceLooks: Once pretty, now long dead and decayed, with glowing lambent eyes. Despite that, still has a full head of raven black hair. | Temperament: Speak with your actions. Seek retribution, take your revenge, claim your final death. | Flaws: Hyper-focused, Intense | |
Traits: Relentless, Determined, Unstoppable | Ideals: When you have nothing left to lose, you have everything to gain. | Bonds: Reclaim What Was Lost. 'Joramy guides me' | |
Languages: Common, Dwarvish, Orcish | Proficiencies: All Weapons, All Armors, Shields, Cartographer's Tools | ||
Gear |
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Attuned: Magilmamourn, Heavy Plate of Glory, Oaken Bower Shield |
Gear: Dimensional Satchel, House Bowen Signet Ring, Amulet of Joramy (Holy Symbol) |
Lineage | ||
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Revenant [Human]
Deathless. You have advantage on saving throws to avoid or end the Poisoned condition, and you have Resistance to Poison damage. You have advantage on Death Saving Throws. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. Eyes of the Dead. You have Darkvision 60 feet. Relentless. At the end of each of your turns, you regain 1 Hit Point if you have at least 1 Hit Point remaining. Skillful. You have proficiency in Perception. |
Background |
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Unseated Noble: +2 Charisma, +1 Strength, Survival, Intimidation, Tough. |
Feats |
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Tough: Your maximum Hit Points are increased by 2 per character level. |
Heavy Armor Master: +1 Strength. When you are hit by an attack while wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you is reduced by 4. |
Sentinel: +1 Strength. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn. |
War Caster: +1 Charisma. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield. |
Defense: You have +1 AC while wearing armor. |
Class: Paladin (Oath of Vengeance) |
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Class Features: Harming Hands (60 Hit Points), Spellcasting (CHA, Spell Save DC: 17), Weapon Mastery (Longsword, Battleaxe), Fighting Style (Defense), Paladin's Smite (Searing Smite), Channel Divinity, |
You can also expend 5 points from the pool of harming power to attempt to inflict the Poisoned condition on the creature; those points do not also deal damage. If you do, the creature must succeed on a Constitution save versus your spellcasting DC or gain the Poisoned condition. The creature can attempt another Constitution saving throw to remove this condition at the end of each of their turns. |
Channel Divinity: |
Level 3: Channel Divinity: Divine Sense: Bonus Action & 1 Channel Divinity: for the next 10 minutes, within 60 feet of yourself you know the location and creature type of all Celestials, Fiends, and Undead, and also any consecrated or desecrated objects or places. |
Level 3: Channel Divinity: Vow of Enmity: Bonus Action & 1 Channel Divinity (verbally utter vow against a creature you can see within 30 feet): You gain Advantage on attack rolls against the target (1 minute). If target drops to 0 Hit Points before vow ends, you can transfer vow to a different creature within 30 feet of yourself (no action required, 1/turn). |
Level 9: Channel Divinity: Abjure Foes: Magic action & 1 Channel Divinity (present Holy Symbol or weapon): target up to 5 creatures that you can see within 60 feet. Each target must succeed on a DC 17 Wisdom saving throw. On failure: Frightened condition (1 minute), ends early on creature if it takes damage. While Frightened in this way a creature can do only one of the following on its turns: move, take an action, or take a Bonus Action. |
Spells: Protection from Evil & Good, Cure Wounds, Searing Smite |
Spell Slots: 1: 2: 3: |
Subclass Features |
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Armor and Attacks |
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Armor:
Heavy Plate of Glory & Oaken Bower Shield: 21/25 AC Great Helm: Bonus Action on/off, on: +1 AC (included), Immune to eye contact based effects Mantled in Glory: Bonus Action on/off, on: +1 AC (included), Adv on CHA save |
Attacks:
Magilmamourn w/o Retributive Blade: Longsword [Sap], 1h, 5-feet, +8 to hit, 1d8+4 Slashing damage plus Radiant Strikes: +1d8 Radiant damage |
w/ Retributive Blade: Longsword [Sap], 1h, 5-feet, +10 to hit, 1d8+4 Slashing +1d6 Lightning damage plus Radiant Strikes: +1d8 Radiant damage |
w/ Witchbolt: 60-feet, +9 to hit, 2d12--4 Lightning initial damage then auto +1d12 Lightning damage for 1 minute |
Extended Spells |
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Gird Essence:
Level 1 Abjuration (Cleric, Paladin), Reaction, 30-feet, M (Holy Symbol), 1 minute per character level. When you or a creature within range that you can see would suffer ability score or maximum hit point reduction, you may cast this spell on that creature.
For the duration of this spell, the target is immune to having their ability scores or maximum hit points reduced.
Upcast. You can target one additional creature within range that you can see for each spell slot level above 1. |
Spirit Shroud:
Level 3 Necromancy (Cleric, Paladin, Warlock, Wizard), Bonus Action, 60-feet, V, S, Concentration, up to 1 minute. You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is Radiant, Necrotic, or Cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. Upcast. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd. |