Hellknight

Brother Aterro's page

1,262 posts. Alias of Atlas2112.


Full Name

Brother Aterro Dominatus

Race

LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1|

Classes/Levels

melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Gender

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7|

Strength 18
Dexterity 8
Constitution 14
Intelligence 8
Wisdom 8
Charisma 16

About Brother Aterro

5e template:

warhorse:

Armor Class 11 / 16 with barding
Hit Points 33
Speed 60 ft.
STR
18 (+4) DEX
12 (+1) CON
13 (+1) INT
2 (-4) WIS
12 (+1) CHA
7 (-2)
Senses passive Perception 11
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

Race: Human(variant) Background: Acolyte Class:Paladin
STR 18 (+4) DEX 8 (-1) CON 14 (+2) INT 8 (-1) WIS 8 (-1) CHA 8 (-1) 16 (+3)

HP d10 (HD:1) (6+Con{2}=8/lvl)[8+2] | 12+10+10+10+10+10+10+8 = 80
AC 20 (Splint+1 + Shield +1 natural METAL armor)
Initiative +0
Speed: 30
Proficiency +3
Melee: +3{prof}+4{Str}+1{magic mace}=+8
dmg: 2d8+4
Alignment: NG
XP: 0

Proficiencies:
Saving Throws: Wisdom {-1+3Prof+3Aura, Charisma
Skills:
Class: Persuasion(Cha), Athletics(Str){+7}
Background: Religion(I), Intimidation(Cha)
Human Variant: Perception(W)

Weapons: Simple, Martial
Armor: All
Tools: None
Languages: Common, Orc, Goblin, Infernal


Spellcasting:
Spell Attack:
Spellcasting DC: 8+3+3 = 14

0 {Warlock}:
-Eldritch Blast (2d10) 120'
- Prestidigitation

1:
W{U}--Bane
W{U}--False Life
W-- Hex - Bonus action, 90', 1 hour, You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

W-- Hellish Rebuke
The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

D-- Armor of Agyths
D--Command
-Cure Wounds (d8+3, +d8/lvl )
-Thunderous Smite; Bonus;Conc; 1 min. The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
-Wrathful Smite Bonus;Conc; 1 min. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
-Compelled Duel

2:
D--Hold Person
D--Spiritual Weapon (Bonus; 1 min; when cast, and as Bonus on every round, make melee spell attack for d8 + [Wis(3)]. Can mv 20/rnd.
-Find Steed
-Lesser Restoration (Blind, def, paral, poisoned)

3:
-Spirit Guardian (C, up tp 10 mins) 15/ rad, when enemy enter, Wis save or take 3d8, save for half.
-Reviviy
-Protection from Energy
-Remove Curse


Class & Race Abilities:
Class Features:

Class Features:

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 (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.

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 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 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.

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, to a maximum of 6d8.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.

Aura of Protection
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).
Dex: +0+3{Aura}+2{Shield}

Channel Divinity (Short Rest)

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Conquest
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

Weapon 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.

Form of Dread
At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Race Abilities:
Race Features:
Ability Scores: +1 Str, +1 Wis
Skills: +1 Feat:
Languages: Common, Orc
Other: part METAL. -2 DEX. +1 Natural armor class.

Feats:
Shield MASTER
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.
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.
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.


Inventory:

Coins & Gems:
PP:
GP: 10
EP
SP:
CP

31 gp, 9 sp, and 2 cp

Armor:

Splint Armor of Resistance (Acid) (AC 17, +0Dx)

Weapons:

Maul (2d6): Warguard
dagger (1d4)

Deathmetal, The Mourning Star: (+1 morning star that does +1d8 necromantic drain on a successful hit)

Ring of Fire Resistance

Small Metal shield: The Metal

Readied Items:

Trinkets:
(A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 11 days of rations, and a waterskin, 50 feet of hempen rope)

Scholar's Outfit (0 lb.)
Holy Symbol
Prayer book,
5 sticks incense,
vestments,

a day's worth of rations and a wineskin with fresh water
2 days of rations
a bunch of rations from the first tower

two short swords, a machete, and a pair of long daggers.

Magic:

Potion Strength: 21

Other Items:


Background:

Background: Acolyte

Prof: Religion, Insight

Feature: Shelter of the Faithful

Trait: I’ve spent so long in the temple that I have little
practical experience dealing with people in the outside
world.

Ideal: Aspiration. I seek to prove myself worthy of my god’s
favor by matching my actions against his or her
teachings.

Bond: I seek to preserve a sacred text that my enemies
consider heretical and seek to destroy.

Flaw: I judge others harshly, and myself even more severely.

Diety: Thor, The Thunderer, God of Lightning, War, and Strength, Slayer of Monsters and Protector of Man, Husband of Sif, Patron of the Northlands Dwarves
LG
War

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Money: 15 gp, sp, cp

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[spoiler=backstory]

On the day of his OathTaking, the vampires invaded.

The great Krakovarian city of Skogarholm fell late to the undead invasion, but fell it did. Still, all was not lost, even with the raising of Wotan's temple. The invaders were still few, and many farming villages provided shelter to a young WarCleric that was willing to hold services to Thor the Thunderer in exchange for a meal and a pile of straw to sleep.

When the reaver dwarves landed, Aterro was sore afraid that he was now caught between the axe and the noose. But the strangers proved strong allies, and for a goodly time Attero lended his aid healing their hurt and securing vulnerable areas of supply while their strength grew.

He had thought to have found a home, until he suffered...a question.

Are the dwarves enemies? To restore Krakovia, must I slay them too?

The question could not be put off, and he had not strength enough to slay one army, least of all two.

Unable to lay waste to the reavers and unwilling to aid them further, he took his leave. None called him on it, for few can suffer to live ever in a warzone.

His head swims with doubt for the future, and his wayward steps and empty belly found him in caravan with Rook Bentknee, a decent enough traveling companion whose route takes him through many towns in need of the pure word of Thor.

Only just recently has his ear caught wind of talks of peace between the Jarl and the Queen. It eases his mind somewhat.

But not all.