Race |
31/31 HP | AC: 17 | Intiative: -1 | Passive Perception: 12 | DV 60ft | Saves: WIS, CHA | Lay On Hands 0/10 | Conditions: None |
Classes/Levels |
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About Nuruk Faerjhan
Nuruk Faerjhan
NG Dragonborn Paladin 3
Initiative: -1
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Hit Points: 31/31
Armor Class: 17
Saving Throws: STR +3, DEX -1, CON +2, INT +0, WIS +4, CHA +4
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Combat
Speed: 30
greataxe +5 (1d12+3)
Javelin +5 (2d6+3)
Dragon Breath (2d6 Fire, DC 12)
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STR 16 (+3), DEX 8 (-1), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 15 (+2)
Proficiency Bonus: +2
Skill Proficiencies: Performance, Athletics, Insight, Persuasion, Arcana
Passives: Perception 12, Insight 14
Armor Proficiencies: All Armor
Weapon Proficiencies: All Weapons
Tool Proficiencies: Musical Instrument (Lute)
Languages: Common, Draconic, Sylvan, Sign Language
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Features
Darkvision: 60'. Dim = Bright, Darkness = Dim
Draconic Ancestry (Gold): You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon. (Fire; 15' cone (DEX save))
Breath Weapon: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Darkvision: 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.
Vengeful Assault: When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack against that creature. You can do this once per short or long rest.
Knightly Regard: You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
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.
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.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Spellcasting: By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing & Casting Spells: The Paladin table shows how many spell slots you have to cast your paladin 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.
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.
Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.
Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature's Wrath: You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless: You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
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Spellcasting
Spellcasting Ability: Charisma
Spell Save DC: 8 + 2 + 2 = 12
Spell Attack Bonus: 2 + 2 = 4
Spell Slots: 1st - 2
Prepared Spells: shield of faith, protection from good & evil, cure wounds, ensnaring strike, speak with animals
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Mundane Gear: A Multicolored Stone Disk, Traveler's Clothing, Signet Ring Of Rank, Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 Feet Of Hempen Rope, Belt Pouch
Combat Gear: Greataxe, 5 Javelins, Chainmail
Magical Gear: Silly Gloves
Currency
CP: 5
SP: 2
EP:
GP: 10
PP:
Other:
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History, Traits, & Background
Background: Knight of the Order
Personality #1: I can stare down a hell hound without flinching.
Personality #2: I'm full of inspiring and cautionary tales from my knightly experience relevant to almost every combat situation.
Ideal: Greater Good. Our lot is to lay down our lives in defense of others.
Bond: I fight for those who cannot fight for themselves.
Flaw: The monster who stole my song still leaves me shaking in fear.
Lost: My ability to sing.
Age: 21 years old
Height: 6'8
Weight: 320lbs