Pirate Queen

Holly Berrythwaite's page

51 posts. Alias of The Fox.


Race

HP [25/25] · AC 15 ┃ S+1 · D+3 · C+1 · I+0 · W+4 · C+4 ┃ Speed 25 ┃ Acr +3 · Athl +3 · Insight +4 · Perc +2

Classes/Levels

┃ Divine Sense [3/3] · Lay on Hands [0/10] · Spells [0/2] · Ki [2/2] · Divine Smite (2d8) ┃ d10[0/2] · d8[0/1] ┃ Inspiration [N] ┃ courageous, friendly, chipper

About Holly Berrythwaite

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Female lightfoot halfling paladin 2, monk 2
XP 3055/2700 (Most recent XP gained: 225 — craw wurms)

Str 12
Dex 16
Con 12
Int 10
Wis 14
Cha 14

Background Farmer—Animal Handling, Nature, farming tools, quarterstaff
Class Paladin—martial weapons, simple weapons, Athletics, Insight
Class Monk—shortswords

AC 15
hp 25
Saving Wis, Cha
Speed 35 feet

Combat
nunchaku +5 (1d4+5)
unarmed strike +5 (1d4+3)
scimitar +5 (1d6+5)
hand crossbow +5 (1d6)

Spells 1st (2)—bless, cure wounds, protection from evil and good, shield of faith

Skills
Animal Handling +4
Athletics +3
Insight +4
Nature +2

Languages Common, Halfling
Equipment nunchaku, priest’s pack, scimitar, hand crossbow, holy symbol, healing potion, 675 gp.

Descriptors Courageous, friendly, chipper

Background Story:
Holly Berrythwaite grew up in the town of Wood Creek, the daughter of the halfling farmers Arlo and Maple Berrythwaite. However, Holly never gained the penchant for farming, always feeling like she was destined for service to a cause greater than herself. She cloistered herself in a local monastery, studying martial arts, meditation, and self-discipline but recently returned to Wood Creek to put her training to use protecting the people of her small home town.

Lightfoot Halfling:
Lucky When you roll a 1 on the d20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave You have advantage on saving throws against being Frightened.

Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Martial Arts:
Your practice of martial arts gives you mastery of Combat styles that use unarmed strikes and monk Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.

• When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

Certain monasteries use specialized forms of the monk Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

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.

This feature has no effect on undead and constructs.

Fighting Style:
At 2nd level, you adopt a 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.

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.

Spellcasting:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast Spells as a Cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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.

Ki:
Starting at 2nd level, your Training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows
Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.

Patient Defense
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.

Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.

Unarmored Movement:
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.