Paladin of Iomedae

Brother Lazlo Krykski's page

26 posts. Alias of KingHotTrash.


Race

HP: 45/45 | AC 18 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +2; Int: +1; Wis: +6; Cha: +4 | Spell DC: 16 | PP 13 | PI 16

About Brother Lazlo Krykski

Brother Lazlo Krykski
LG Male Human Cleric 6
Initiative: +2
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Points: 45 (6d8+12)
Armor Class: 18
Saving Throws: Wisdom, Charisma
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Combat
Speed: 30'
Spear +6 (1d6 + 2P)
Mace +6 (1d6 + 2B)
L. Crossbow +5 (1d8+2P, 80/320, 20/20)
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STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 13 (+1)
Proficiency Bonus: +3
Skill Proficiencies: Religion, Insight, History, Persuasion, Investigation
Passives: Insight 16, Investigation 14, Perception 13, Stealth 12
Armour Proficiencies: Light, Medium, Shields
Weapon Proficiencies: Simple
Tool Proficiencies: N/A
Languages: Common, Celestial, Infernal, Elven
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Features

Feat: War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits; you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage, You can perform the somatic components of spells even when you have weapons or a shield in one or both hands, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather' than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Spellcasting: See PHB pg. 58 for complete details.
Channel Divinity (2/day): At 2nd levei, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in leveis, as noted in the domain description. When you use your Channel Divinity. you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your c1eric spell save DC. Beginning at 6th leveI, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
-Channel Divinity: Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 any 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 Domain (Light):
-Bonus Cantrip: When you choose this domain at 1st levei, you gain the light cantrip ifyou don't already know it.
-Domain Spells: 1st-burning hands, faerie fire, 3rd-flaming sphere, scorching ray
-Warding Flare: Also at 1st leveI, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
-Channel Divinity: Radiance of the Dawn: Starting at 2nd leveI, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d1O + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
-Improved Flare: Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
Destroy Undead (CR 1/2): Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold
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Gear
breastplate (AC 14 + Dex {max 2}), metal shield (+2 AC), mace, silver spear, light crossbow, 20 bolts, 20 silver bolts, quiver, holy symbol of the Morninglord, a prayer book, 5 sticks of incense, vestments, traveler's clothes, belt pouch, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' of hempen rope. 3 potions of healing, 2 flasks of holy water
Currency
CP: 0 SP: 10 EP: 4 GP: 10 PP: 0 Other:
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Spellcasting

Spellcasting Ability: Wisdom
Spell Attack Bonus: +6
Spell Save DC: 14
Total Spells: WIS + Cleric Level (9)

Cantrips (5): guidance, sacred flame, word of radiance, spare the dying, light
Spell Slots: 4/3/3/0/0/0/0/0/0
Prepared Spells (4):
1st: burning hands (D), faerie fire (D), cure wounds, shield of faith, bless, detect magic
2nd: prayer of healing, blindness/deafness, spiritual weapon
3rd: flaming sphere (D), scorching ray (D), spirit guardians, dispel magic, mass healing word
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History, Traits, & Background

Background: Acolyte
Personality: I am tolerant of other faiths and respect the worship of other gods.
Ideal: Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his teachings.
Bond: Everything I do is for the common people.
Flaw: I judge others harshly, and myself even more severely

Cleric
Temple: Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests.
Keepsake: The finger bone of a saint.
Secret: You are plagued by nightmares that you believe are sent by your god as punishment for some unknown transgression.

Age: 25 years old
Height: 6'0
Weight: 207lbs

History:
Born in the town of Skald, Lazlo was left in the hands of the local midwife and medicine woman by the name of Kereza Ulrich. An angry, spiteful woman who some considered a witch, she raised the young boy with a cold hard and a harsh hand. Beatings were common whenever she was drunk or to vent the anger she felt at her fellow villager's distrust and accusations of witchcraft.

Growing to be a young boy, Lazlo ran away from home after the old woman grew to a terrible rage. Throughout his youth, he was scolded that his father had abandoned him to his fate after his mother died giving birth to his wretched existence. Through the fog and shadows he ran, unsure of where he was going to go. It was at a small shrine dedicated to the Morninglord that he was accosted by the vicious packs of wolves that had hunted his scent through the woods.

Expecting death and praying for his soul to be spared from the cruelty of this world, it was to Lazlo's complete surprise when he was rescued by a travelling priest dedicated to that same god. This man, Father Sergei, took the frightened young child under his wing and took him to a small temple in Barovia where Lazlo was introduced to the true faith of the Morninglord.

For years, he served at a small abbey dedicated to the Morninglord's glory. He was taught the prayers to create light and heal the wounds of the weak and injured. It was in this training, despite the darkness around him, that Lazlo found the light within him. The terrible experiences of his childhood, the fear of growing up within the Realms of Despair, and the stories of injustice, suffering, and cruelty set fire to his heart. With his dedication, his prowess at divine magic grew.

In time, he felt he outgrew this place and with Father Sergei's reluctant blessing, had set forth out into the world to try and brighten the darkness around him. Never had he forgotten his heritage, his beautiful voice singing hymns dedicated to the Morninglord. With the fingerbone of St. Andral from the church in Vallaki in his possession, and continued success hunting the monsters and devils of the land, Brother Lazlo had begun to build a reputation for himself as a hero of the land and a shining example of the Morninglord's chosen.

Despite this growing fame, he had a secret he revealed to no one. Terrible nightmares plagued him, omens of blood, teeth, and darkness so deep that no light could pierce it. Kartakass called to him once more, beckoning him home for some unknowable reason. Perhaps his cowardice as a child was a reason why his God punished him with these terrible sights? Or perhaps, they were a warning?

No matter the reason, Lazlo made his way to Skald once more to confront his destiny.