About BeergStats:
Half-Orc Paladin 2 (acolyte)
Medium humanoid, Chaotic Good -------------------- AC 17/19 (chain/shield) (+1 Paladin Skill) HP 24 (1d10+2) Speed 30 ft. -------------------- STR 16 (+3), DEX 10 (+0), CON 15 (+2), INT 10 (0), WIS 10 (0), CHA 14 (+2) -------------------- Saving Throws Wis +2 Cha +4 Skills insight +2, religion +2 (background); athletics +5, intimidation +4 (class) Languages Common, Orc -------------------- 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
Divine Health
Divine Smite
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 -------------------- Features Half-orc Paladin Acolyte Channel Divinity:
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. 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:
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. 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. 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. 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. 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. 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
Bonds
Flaws
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. |