Demon Slayer

Valen Oakson's page

167 posts. Alias of The Pale King.


Full Name

Valen Oakson

Race

Elf

Classes/Levels

Paladin 4 - HP 36/36 - AC 17 - Initiative +3 - Passive Perception 13 - LoH 10/20 - DS 3/3 - SS 1st - 3/3

Gender

Male

Age

Unknown

Alignment

Neutral Good

Deity

Silvanus

Location

Unknown

Languages

Common, Elven

Occupation

Adventurer

Strength 11
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 14

About Valen Oakson

Race - Elf (Eladrin)
Class - Paladin 4
Background - Sailor
Alignment - Neutral Good
Senses - Darkvision
Proficiency Bonus - +2
Initiative - +4
Passive Perception - 13

Proficiencies
Armor - All armor and shields
Weapons - Simple and martial
Tools - Navigator's tools, vehicles (water)
Skills - Athletics, Insight, Perception, Persuasion, Survival
Saving Throws - Wisdom, Charisma

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DEFENSE
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AC 17 (+3 armor, +2 dex, +2 shield)
HP 36 (4d10, +8 CON)
Saving Throws - STR +0, DEX +4, CON +2, INT +2, WIS +3, CHA +4
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OFFENSE
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Speed - 30ft
Melee - Rapier Attack: +6 Hit: 1d8+6
Ranged - Handaxe Attack: +2 Hit: 1d6

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STATISTICS
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Str 11, Dex 18, Con 14, Int 14, Wis 12, Cha 14

Skill Bonuses:

Athletics +2

Acrobatics +4
Sleight of Hand +4
Stealth +4

Arcana +2
History +2
Investigation +2
Nature +2
Religion +2

Animal Handling +1
Insight +3
Medicine +1
Perception +3
Survival +3

Deception +2
Intimidation +2
Performance +2
Persuasion +4

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ABILITIES AND FEATURES
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Languages: Common, Elven

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training.
You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fey Step. You can cast the misty stepspell once using this trait. You regain the ability to do so when you finish a short or long rest.

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. 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 × 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.

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
By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

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

Oath of the Ancients
Nature's Wrath
Turn the Faithless
Oath Spells

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SPELLCASTING
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Spell Save DC - 12 (8+2 CHA+2 Prof)

Prepared Spells: Command, Ensnaring Strike, Heroism, Wrathful Smite

Spell Slots: 1st - 3

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EQUIPMENT
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Rapier
Shield
Hand Axe
Explorer's Pack
Chain Mail
Holy Symbol (On Shield)
Club
50 feet silk rope
Flag from a ship lost at sea
Common clothes
Belt pouch
10gp

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BACKSTORY AND APPEARANCE
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Height: 6'3"
Weight: 180 lb
Eyes: Amber
Hair: Auburn
Skin: Warm
Valen has no memory of his life before washing up in Mistshore of Waterdeep. A flag from a ship lost at sea was wrapped about him, but it was faded to a dull purple-grey, giving no clue as to the ship he had originated from. Only the skills of a sailor left him with an aching memory of his forgotten past. Lost, confused and angry at the world, Valen stumbled his way through Waterdeep after barely escaping the unsavory types of the Mistshore. Outside of Waterdeep he found himself in the Ardeep Forest, and was taken under the wing of a Ranger named Eleanor Wain. With her he found his feet and for a time enjoyed life in the woods, he became a worshipper of Silvanus and through this worship found a purpose. He left Ardeep behind and traveled to other forests and natural places, and in time he became a Paladin of Silvanus. He took his studies seriously and slowly as elves are wont to do and when he found himself meeting the grown daughter of Eleanor he found himself surprised. Humans are an odd people, but he quickl found himself befriending the woman who reminded him of his first friend.