Cave Wizard

Bazim of Clan Brightblade's page

151 posts. Alias of Daniel Stewart.


About Bazim of Clan Brightblade

Bazim of Clan Brightblade
Shield dwarf paladin 2
Medium , lawful good
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Armor Class 18 (chain mail, shield)
Hit Points 20 (2d10+2)
Speed 25 ft.
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STR 16 (+3), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 13 (+1), CHA 14 (+2)
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Saving Throws Wis +3, Cha +4
Skills Athletics +5, History +2, Insight +3, Religion +2
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish, Orc

Combat
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Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Damage: 1d8+5 bludgeoning damage or 1d10+5 bludgeoning damage if used with two hands to make a melee attack.

Racial Attributes: Shield Dwarf
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Ability Score Increase: Strength +2.
Dwarven Armor Training: Light and medium armor proficiency.
Ability Score Increase: Your Constitution score increases by 2.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Class Abilities:
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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.
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.

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.
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.

Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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 o f 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Fighting Style: Dueling - 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.

Spell Casting:
Paladin spells memorized (CL 1st): 2-1st level
Spell Save DC 12 Spell Attack +4

1st—bless, cure wounds , protection from evil and good

Background: Clan Crafter
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Skill Proficiencies: History, Insight
Tool Proficiencies: Mason Tools
Languages: Orc
Equipment: Mason Tools, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveller's clothes, and a pouch containing 5 gp and a gem worth 10 gp

FEATURE: Respect of the Stout Folk
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Equipment
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Chain mail Armour, Shield, War hammer, Explorer's Pack, Mason's tools, Maker's Mark, Traveller's clothes, pouch with 5gp and 10gp gem

Personality Traits
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I believe that anything worth doing is worth doing right. I can’t help it— I'm a perfectionist and I always want to know how things work and what makes people tick.

Ideal: Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.

Bond: I owe my guild a great debt for forging me into the
person I am today.

Flaw: I am slow to trust members of other races.

Character History
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Bazim was trained as a paladin of Moradin, but also as a mason knowledgeable in defensive fortifications and siege warfare. The ageing Siegemaster of Moradin took the young dwarf into his care and started teaching him all he would need to know to take over as the new Siegemaster of their temple. A lofty position, only proceeded by the Firstsword and Grandmaster, Bazim was honoured to be given such a chance.
The youth travelled from clanholt to clanholt, learning both his trade as a mason, and his vocation as a paladin. It was during one of these trips that he joined a group of other travellers out of Waterdeep. As the group headed out, a thick fog arose, as soon the young paladin found himself separated from his mentor and with a group of different people wandering lost.