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A D R I A N, pelor's chosen. ([personal profile] smiteproof) wrote2018-04-14 06:24 am
Entry tags:

character sheet.

ADRIAN ROWAN, chosen of pelor.
Paladin 14
Charlatan
Original
CLASS AND LEVEL
BACKGROUND
FANDOM
Human
Neutral Good
RACE
ALIGNMENT
ART CREDIT
STATS
STRENGTH
20 ( +5 )
DEXTERITY
13 ( +2 )
CONSTITUTION
15 ( +3 )
INTELLIGENCE
14 ( +2 )
WISDOM
15 ( +3 )
CHARISMA
19 ( +4 )
bonuses/saving throws
PROFICIENCY
+5
STRENGTH
+05 ☐
DEXTERITY
+02 ☐
CONSTITUTION
+03 ☐
INTELLIGENCE
+02 ☐
WISDOM
+08 ☑
CHARISMA
+09 ☑
other proficiencies ETC.
LANGUAGE
— Common, Draconic.

AFFILIATIONS
— Temple of Sarenrae
— Six
— Temple of Pelor

TOOLS
─ Disguise Kit
─ Forgery Kit

ITEMS
— (5) Javelins
— Explorer's Pack
— Holy Symbol of Sarenrae
— Holy Symbol of Pelor
— Set of Fine Clothes
— Deck of Marked Cards
— +3 Splint Armor
20
+7
ARMOR CLASS
INITIATIVE
166
14d10
MAX HIT POINTS
HIT DICE
skills
acrobatics
+02 ☐
animal handling
+04 ☐
arcana
+02 ☐
athletics
+05 ☐
deception
+09 ☑
history
+02 ☐
insight
+09 ☑
intimidation
+04 ☐
investigation
+02 ☐
medicine
+04 ☐
nature
+02 ☐
perception
+03 ☐
performance
+04 ☐
persuasion
+09 ☑
religion
+02 ☐
sleight of hand
+07 ☑
stealth
+02 ☐
survival
+04 ☐
passive wisdom
13
features & traits

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 your net 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 of being you sense, but not it's identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times to 1 + your Charisma modifier, and regain all uses after a long rest.

LAY ON HANDS.
You have a pool of healing that replenishes when you take a long rest. With that pool, you can restore up to 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 to cure a target of one disease or neutralize poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use, expending hit points separately for each one.

FIGHTING STYLE. Great Weapon Fighting.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.

DIVINE SMITE.
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 higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

DIVINE HEALTH.
The divine magic flowing through you makes you immune to disease.

weapon
atk bonus
damage/type
Holy Avenger
+13
2d6+8slashing/+1d8radiant
Javelin of Lighting
+07
1d6+5pierce/+4d6lightning/+1d8radiant
Javelin
+07
1d6+5pierce/+1d8radiant

** Holy Avenger (Greatsword) - +3 bonus to attack and damage rolls made with this weapon. When a fiend or an dead is hit, that creature takes an extra 2d10 radiant damage. When drawn, the sword creates a 10-feet radius around you. You and all friendly creatures having advantage on saving throws against spells and other magical effects.
** Javelin of Lightning - A magic weapon. When thrown and you speak the command word, it transforms into a bolt of lightning. It extends 5 feet wide from you to a target 120 feet from you. Each creature in the line must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, half as much on a success. Make melee weapon attack against target. On hit, the target takes javelin damage plus 4d6 lightning damage.
** Improved Divine Smite - Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. Add this damage to the extra of your Divine Smite.
** Extra Attack - Can take two attacks instead of one, when you take the Attack action on your turn.
additional features & traits

AURA OF PROTECTION.
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. You must be conscious to grant this bonus.

AURA OF COURAGE.
You and friendly creatures within 10 feet of your can't be frightened while you are conscious.

CLEANSING TOUCH.
You can use your action to end one spell on yourself or one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.

OATH OF VENGEANCE.
Channel Divinity.
Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation. Choose one creature within 60 feet of you that you can see. The 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.
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. You can advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger.
Your supernatural focus helps your close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

FEAT. Great Weapon Master.
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

FEAT. Alert.
You gain +5 bonus to initiative. You can't be surprised while conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

SpellS
CHARISMA
17
+9
spell casting ability
spell save dc
spell attack bonus
level two level five