Carousing Champion

Ozgo Kisovir's page

191 posts. Alias of Daniel Stewart.


Classes/Levels

Human Paladin 7 | HP 60 | AC 17 | Initiative +0 | Passive Perc 15 | S+4 D+0 Co+2 I+0 W+4 Ch+5

About Ozgo Kisovir

Ozgo
Human paladin 7
Medium humanoid, lawful good

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Armor Class 17 (splint)
Hit Points 52 (6d10+10)
Speed 30 ft.
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STR 18 (+4), DEX 10 (+0), CON 14 (+2), INT 11 (+0), WIS 13 (+1), CHA 15 (+2)
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Feats Heavy Armor Master
Saving Throws Wis +6, Cha +7
Skills Athletics +7, Insight +4, Perception +4, Persuasion +5, Religion +3
Condition Immunities diseased
Senses passive Perception 14
Languages Custom Language, Common, Elvish

Actions
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Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 2d6+4 slashing damage.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 5 bludgeoning damage.

Equipment Greatsword, splint, 2 blocks of incense, backpack, blanket, candle (10), clothes, traveler's, rations (2), signet ring, tinderbox, vestments, waterskin, 10 gp

Magic Items

The Holy Symbol of Ravenkind

The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven-or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana’s passing. The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.

Turn Undead. If you have the-Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, the undead has disadvantage on their saving throws against the effect.

Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).

Feats
Heavy Armor Master
Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and lashing damage that you take from non magical weapons is reduced by 3.

Background Features
Knightly Regard
Members of your knighthood will provide shelter, food, and healing.
Knights of civic orders will sometimes gain assistance from those
they have aided, even in risky situations.
If you have a religious objective then temples and religious sects
will aid you.

Racial Features
Some humans have more limited ability score bonuses, exchanging
them for a bonus skill proficiency and a bonus feat. Check with
your DM before taking this variant.

Class Abilities
Channel Divinity: Sacred Weapon (Greatsword)
As an action, you can imbue one weapon that you are holding with
positive energy, using your Channel Divinity. For 1 minute, you add
your Charisma modifier to attack rolls made with that weapon (with
a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If
you are no longer holding or carrying this weapon, or if you fall
unconscious, this effect ends.

Channel Divinity: Turn the Unholy (DC 13)
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30
feet of you. It also can't take reactions. 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 use the Dodge action.

Divine Sense (3/long rest)
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.

Divine Smite
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.

Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Lay on Hands (35 damage)
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.
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.

Aura of Protection +2
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.

At 18th level, the range of this aura increases to 30 feet.

History:

Ozgo is a native Barovian from the village of Kriezk. His Grandfather was a squire to one of the last Raven Knights in Barovia. The knight told his grandfather to take his armor and sword and hide them for "the future". Ozgo's Grandfather returned to his home where he hid the items under the floorboards of his house. There they lay until Ozgo found them.
As a young boy Ozgo had dreams of knights, ravens and glorious battle. His father kept telling him to be quiet about these dreams and that they would only bring ruin to his family. When he was of age he joined the local militia and helped protect the village from attacks by wolves and other, less savory beasts. It was while he was away that some beast sneaked into the town and slaughtered his father, mother and little sister. While trying to battle the monster, the militia accidentally set fire to the home. When he returned from patrol, he was met with this tragedy. He returned to the remains of his house to sift through the wreckage for anything that might have survived. It was then that he came across the hidden vault and the armor and sword.
As soon as he touched them, his mind was once again filled with the images of noble knights, majestic ravens and great deed of goodness. Before he knew it, he had donned the armor and taken the sword into his hands. The armor was a soot-black suit of splint-mail with a golden crest of a raven on the breastplate. The sword was a great two-handed monster with a flamberge blade and spiked lugs.
A feeling of peace and purpose filled the young man, and he knew that the great evil that infested his land needed to be challenged. He started by hunting down the wounded beast that had killed his family, and finally came upon the monster in a cave complex not far from the village. He set upon a pack of evil wolves and their dire wolf pack leader to finally confront the great evil that controlled them, a mighty werewolf. Battling the creature almost killed him, but as he made his final stroke against the monster a feeling of good and righteousness flooded his body and traveled through his sword to slay the foul were-creature. The feeling of warmth and goodness seemed to flow through his veins and he could suddenly feel the goodness in him grow. He had past a test, and the gods of goodness had rewarded him with paladinhood.