Mierul Ardelain

Faidh Llwych's page

150 posts. Alias of Critzible.


Full Name

Faidh Llwych

Race

Firbolg

Classes/Levels

Paladin 2nd HP:22/22 HD:2d10 LoH:10/10 1st2/2

Strength 15
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 12
Charisma 16

About Faidh Llwych

Faidh Llwych
Firbolg
Paladin 1st
Female
Hgt.8”2’ Wgt.300 Age: 36
Init:+0 Perception +1
XP:

Defense::

Armor:
Chain Mail AC16 Str13 Disadvantage 55lb
Shield +2 6lb
AC: 18
HP:11

Offense:

Offense: +2
Speed:30ft.
Melee:
Battle Axe +4 1d8+2 [Versatile 1d10+2] Slashing 4lb.
Ranged:
Javelins(5) +4 1d6+2 Piercing Range 30/120ft 2lb.[10lb.]

Statistics::

Str:15 Dex:10 Con:12 Int:10 Wis:12 Cha:16
Proficiency Bonus:+4
Saving Throws: Str+2 Dex+0 Con+1 Int+0 Wis+3 Cha+5

Skills::
Athletics +2, Acrobatics +0, Arcana +0,Animal Handling +1,Deception +3,History +0,Insight +3,Intimidation +3,Investigation +0,Medicine +1,Nature +0,Perception +1, Performance +3, Persuasion +5, Religion +2, Sleight of Hand+0, Stealth+0, Survival+3
Tools: Violin
Language:Common,Elven, Giant, Sylvan

Equipment:
Gear: Violin, Travelers’ Outfit, Holy Symbol, Explorers’ Pack.Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
PP: GP:15 SP: CP:

Feat::

Firbolg:
Racial Traits:
Ability Scores: Wis +2; Str +1
Size: Medium
Speed: 30 ft.
Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. You can speak, read, and write Common, Elvish, and Giant.

Paladin:

Class:
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
Starting Equipment
You start with the following items, plus anything provided by your background.

(a) a martial weapon and a shield
(a) five javelins
(a) an explorer's pack
Chain mail and a holy symbol

Divine Sense 4/day
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 10 hp
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.

Fighting Style: Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

- Blind fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Spellcasting:By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

Background::

Inheritor
Skill Proficiencies Survival, Religion

Languages Sylvan

Tool Proficiencies Violin
Equipment Your inheritance, a set of traveler's clothes, violin, and a pouch containing 15 gp

Feature: Inheritance
Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

Spellcasting: