Danse Macabre

Godric Alden's page

209 posts. Alias of Grumbaki.


Race

THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5)

Classes/Levels

HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Gender

CAMPAIGN COMPLETE!

Strength 6
Dexterity 6
Constitution 8
Intelligence 4
Wisdom 7
Charisma 11

About Godric Alden

Str (15) Dex (14) Con (19) Int (10) Wis (10) Cha (18)

Race, Background, Skills:

Fallen Aasimar
* Stats: +2 Cha, +1 Str
* Darkvision (Blessed with a radiant soul, your vision can easily cut through darkness. 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.)
* Celestial Resistance (You have resistance to necrotic damage and radiant damage.)
* Healing Hands (As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.)
* Light Bearer (You know the Light cantrip. Charisma is your spellcasting ability for it.)
* Languages (You can speak, read, and write Common and Celestial.)
* Necrotic Shroud (Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.Once you use this trait, you can't use it again until you finish a long rest. )

Background: Bound to the Raven Queen
Sir Godric Alden was once a holy paladin. Born to a noble family, his birth was heralded, for he was an aasimar, and his family saw nothing but fortune that would come from his birth. The third son of the family, he became a knight, fighting for king and country. He did this, for the only other choice for a third son was to be a wastrel. He then took the oath of a paladin, for it is what his blood called him to do.

His life was one of joy and glory, for he was always surrounded by a loving family and close comrades. This all changed, however, when a cult of Orcus was discovered within a small village. Godric was one of the paladins and priests who was sent to root out the cult. Little did his superiors know that the cult was larger than anticipated...the entire village had been corrupted. Godric and his comrades came just as the villagers were preparing to sacrifice their children to their god. A fierce battle ensued.

One by one the paladins and priests fell. Godric eventually found himself bleeding out on the ground, all of his comrades dead, and with the cult in command of the field. Death was imminent. He had failed. It was at that moment, in his darkest hour, that he called out to the gods for aid. He called out for the strength to defeat the cult, to save the children...and the Raven Queen answered.

The cult of Orcus was destroyed that day. When reinforcements came to discover why the paladins and priests never returned, they found nothing but traumatized children within a village filled with naught but corpses. They told of how one of the knights had eyes which were pools of darkness, and skeletal rings that came from his back. They babbled of the death and destruction he brought upon their parents turned cultists. The reinforcements could not tell what had scared them more. Who this dark knight was, they did not know. For all of the bodies were accounted for. Even Godric's...

In truth, Godric thought that the Raven Queen would save his life. But as the goddess of death, she had taken an all together darker approach. Godric died that day, from loss of blood. But his soul...his soul was bound to the will of the Raven Queen. What rose from Godric's still warm corpse was a shade, forced into a suit of midnight black armor. She had heard his prayer, and she had answered. And for her assistance, Godric had paid the ultimate price.

The paladin still walks the earth, fulfilling the will of the Raven Queen. He is a tireless enemy of Orcus; his mission in (un)life is to scourge the realm of his presence. But for now...he has a new calling. There is a sword, which the Raven Queen desires to be found. He is her instrument. And her will be done.

Background Benefit

Because of him being naught but a soul bound to a suit of armor, Godric doesn't truly sleep. Rather, he must rest so that he can strengthen his soul's bindings to the armor which keeps him on the mortal plane. Mechanically, this is the same as sleeping.

However, Godric as a background ability, Godric does not need to eat or drink. He does not have a physical body, and as such is beyond such mundane concerns.

Skills and Languages
* Background Skills: Perception, Stealth
* Class Skills: Insight, Athletics
* Languages: Common, Celestial, Infernal, Abyssal

Equipment, Spells:

Equipment
* Amulet of Health (embedded in armor over where his heart used to be)
* Mithril Fullplate (This is his body, there is nothing within the armor)
* Longsword
* Shield
* Priest Pack
* Black Cloak

Cantrips
* Light
* Prestidigitation
* Eldrich Blast

Warlock Spells 1 spell slot, lvl 1
* Shield, Wrathful Smite, Unseen Servant, Comprehend Languages

Paladin lvl 1 Spells
* 4x Cure Light Wounds

Paladin lvl 2 Spells
* 2x Lessor Restoration

Blackrazor:

Weapon (sword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter
While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Sentience
Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality
Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Proficiency with a sword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

HexBlade Warlock 1:

Pact Magic
* Always cast at max level, refreshes on short rest

Hex Warrior
* Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
* This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Hexblade's Curse
* Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
(1) You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
(2) Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
(3) If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
* You can't use this feature again until you finish a short or long rest.

Paladin of the Crown 6:

Divine Sense
* As an action, 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 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. 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
* 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.
* This feature has no effect on undead and constructs.

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. )

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.

Divine Health
* Immune to Disease

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

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). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Channel Divinity
* Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.
* Champion Challenge: You issue a challenge to each creature of your choice that you can see within 30ft of you must make a Wisdom saving throw. On a failed save, it can't willingly move more than 30ft away from you. This effect ends if you are incapacitated or die or if it moved more than 30ft away from you.
* Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30ft of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.