Rogue Elf

K'Marz's page

116 posts. Organized Play character for elgabalawi.


Full Name

Beerg

Race

Attacks:
★Maul: Melee +5 (2d6 + 3 bludgeoning) ★War Hammer: Melee +5 (1D8 + 3 bludgeoning) ★Halberd: Melee +5 (1d10 + 3 slashing), reach ★Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)

Classes/Levels

M NG Pal ★ Inspir ★Spells 2/3 ★Str16 Dex10 Con15 Int10 Wis10 Cha14 ★ 25/35 hp ★ 17/19 AC ★ INIT +0

Gender

Saves:
★ Wis +2 ★ Cha +4

Size

M

Age

15

Alignment

NG

Deity

Torm

Location

Sword Coast

Languages

Common, Orc

Strength 16
Dexterity 10
Constitution 15
Intelligence 10
Wisdom 10
Charisma 14

About Beerg

Stats:
Half-Orc Paladin 2 (acolyte)

Medium humanoid, Chaotic Good

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AC 17/19 (chain/shield) (+1 Paladin Skill)

HP 24 (1d10+2)

Speed 30 ft.

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STR 16 (+3), DEX 10 (+0), CON 15 (+2), INT 10 (0), WIS 10 (0), CHA 14 (+2)

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Saving Throws Wis +2 Cha +4

Skills insight +2, religion +2 (background); athletics +5, intimidation +4 (class)

Languages Common, Orc

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Actions

Maul: Melee +5 (2d6 + 3 bludgeoning)

Warhammer: Melee +5 (1d8 + 3 bludgeoning)

Halberd: Melee +5 (1d10 + 3 slashing), reach

Spear: Melee +5 (1d8+3 piercing), ranged +5 (1d6+3 piercing, 20/60 ft)

Oath of Vengeance
BANE, Hunters Mark, Channel Divinity

Divine Health
Immune to Disease

Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell
slot to deal radiant damage to the target, in addition to
the weapon's damage. The extra damage is 2d8 for a
1st-levei spell slot, plus ld8 for each spelllevel higher
than 1st, to a maximum of 5d8. The damage increases
by ld8 if the target is an undead or a fiend.

Equipment: Chain mail, War Hammer, Maul, Halberd, Spear, backpack, Rations, hunting trap, holy symbol of Torm, prayer wheel, 5 sticks of incense, vestments, a set of common clothes, coin pouch,

Wealth: 28 gp

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Features

Half-orc

  • Darkvision 60'
  • Savage Attack
  • Relentless Endurance

    Paladin

  • Divine Sense
  • Lay on Hands
  • Fighting Style +1AC
  • Divine Smite
  • Spellcasting

    Acolyte

  • Shelter of the Faithful
  • Channel Divinity:

  • Abjure Enemy. As an action, you present your holy
    symbol and speak a prayer of denunciation, using your
    Channel Divinity. Choose one creature within 60 feet
    of you that you can see. That creature must make a
    Wisdom saving throw, unless it is immune to being
    frightened. Fiends and undead have disadvantage on
    this saving throw.
    On a failed save, the creature is frightened for I
    minute or until It takes any damage. While frightened,
    the creature's speed is O, and It can't benefit from any
    bonus to its speed.
    On a successful save, the creature's speed is halved
    for I minute or until the creature takes any damage.

  • Vow of Enmity. As a bonus action, you can utter a vow
    of enmity against a creature you can see within 10 feet
    of you, using your Channel Divinity. You gain advantage
    on attack rolls against the creature for 1 minute or until
    it drops to O hit points or falls unconscious.

  • Spells:

  • Bless
    Casting Time: 1 action
    Range: 30 feet
    Components: V,S, M(a sprinkling of holy water)
    Duration: Concentration, up to 1 minute
    you bless up to three creatures of your choice within
    range. Whenever a target makes an attack roll or a
    saving throw before the spell ends, the target can roll
    a d4 and add the number rolled to the attack roll or
    saving throw.
    At Higher Levels. When you cast this spell using
    a spell slot of 2nd level or higher, you can target one
    additional creature for each slot level above 1st.

  • Command
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: 1 round
    You speak a one-word command to a creature you can
    see within range. The target must succeed on a Wisdom
    saving throw or follow the command on its next turn.
    The spell has no effect if the target is undead, if it
    doesn't understand your language, or if your command
    is directly harmful to it.
    Some typical commands and their effects follow. You
    might issue a command other than one described here.
    If you do so, the GM determines how the target behaves.
    If the target can't follow your command, the spell ends.
    Approach.
    The target moves toward you by the
    shortest and most direct route, ending its turn if it
    moves within 5 feet of YOU.
    Drop
    The target drops whatever it is holding and then
    ends its turn
    Flee
    The target spends its turn moving away from
    you by the fastest available means.
    Grovel
    The target falls prone and then ends its turn
    Halt
    The target doesn't move and takes no actions.
    A flying creature stays aloft, provided that it is able to
    do so. If it must move to stay aloft, it flies the minimum
    distance needed to remain in the air.
    At Higher Levels. When you east this spell using
    a spell slot of 2nd level or higher, you can affect one
    additional creature for each slot level above 1st. The
    creatures must be within 30 feet of each other when
    you target them.

  • Cure Wounds
    Casting Time: I action
    Range: Touch
    Components: V,S
    Duration: Instantaneous
    A creature you touch regains a number of hit points
    equal to Id8 +your spellcasting ability modifier. This
    spell has no effect on undead or constructs.
    At Higher Levels. When you cast this spell using a
    spell slot of 2nd levei or higher, the healing increases by
    1d8 for each slot level above 1st.

  • Thunderous Smite
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute
    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.

  • Bane
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M(a drop of blood)
    Duration: Concentration, up to 1 minute
    Up to three creatures of your choice that you can see
    within range must make Charisma saving throws.
    Whenever a target that fails this saving throw makes
    an attack roll or a saving throw before the spell ends,
    the target must roll a d4 and subtract the number rolled
    from the attack roll or saving throw.
    At Higher LeveIs. When you cast this spell using
    a spell slot of 2nd levei or higher, you can target one
    additional creature for each slot level above 1st.

  • Hunter's Mark
    Casting Time: 1 bonus action
    Range: 90 feet
    Components: V
    Duration: Concentration, up to 1 hour
    You choose a creature you can see within range and
    mystically mark it as your quarry. Until the spell ends,
    you deal an extra 1d6 damage to the target whenever
    you hit it with a weapon attack. and you have advantage
    on any Wisdom (Perception) or Wisdom (Survival)
    check you make to find it. If the target drops to O hit
    points before this spell ends. you can use a bonus action
    on a subsequent turn of yours to mark a new creature.
    At Higher Levels. When you cast this spell using
    a spell slot of 3rd or 4th level, you can maintain your
    concentration on the spell for up to 8 hours. When you
    use a spell slot of 5th level or higher, you can maintain
    your concentration on the spell for up to 24 hours.

  • Appearance:

    Beerg isn't as tall as a lot of half orc at only 6'2" with deep grey skin and dark patches of rich black hair almost covering his body. Where does one patch start and another end? He has the traditional slanted forehead most come to expect, however his lower tusks curl outwards in a symmetrical fashion making biting as an attack difficult and crushes rather than pierces. His eyes appear extra deep red although this could be due to the darker hair and deeper tone of grey.

    History:

    Beerg was the by product of a town raid by orcs in Kings Forest, and once born was left at a temple of Helm where he was raised by a priest named Attimus. Beerg was an exile at heart and often shunned by common people in Arabel. Beerg left the temple of Helm at the age of 12 despite the loving nature of Attimus towards him. Beerg had an anger inside him that could not be calmed. This is what drove him towards the god, Torm. Since then Beerg has spent his time aiding those in need and performing acts of vengeance against evil. Beerg is now 15 and determined to spend his life traveling and finding injustices. He has preferred his own company for some years but has banded with small groups in recent times understanding that power in numbers can be of great assistance when goals align. None of these have lasted more than months.

    Background:

    Traits
    *Glory in battle in the name of righteousness
    *I may not be great with words, but I am great with heart

    Ideals
    *The helpless need help!

    Bonds
    *I will find injustice and defeat it with little mercy.

    Flaws
    *first instincts are to resort to combat/force

    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. Vou 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.
    Vou 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. Vou 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 leveI 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. Vou can cure multi pIe
    diseases and neutralize multi pIe 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.

    Divine Smite:
    Starting at 2nd leveI, when you hit a creature with a
    melee weapon attack, you can expend one paladin spell
    slot to deal radiant damage to the target, in addition to
    the weapon's damage. The extra damage is 2d8 for a
    1st-levei spell slot, plus ld8 for each spelllevel higher
    than 1st, to a maximum of 5d8. The damage increases
    by ld8 if the target is an undead or a fiend.