Ellia Stonerunner
Person
Background - Archeologist
Personality traits
- I love a good puzzle or mystery
- I have no qualms about stealing from the dead
Ideals
- Danger: with every great discovery comes grave danger. The two walk hand in hand.
Bonds
- I wont sell an art object or other treasure that has historical significance or is one of a kind.
Flaws
- When given the choice of left or right, I always go left
Features and traits
Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. 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 cant discern color in darkness, only shades of gray.
Dwarven Resilience - You have advantage on saves against poison and resistance against poison damage.
Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency Brewers Supplies (dwarf), Cartographers tools (archeologist)
Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Paladin Proficiencies simple weapons, martial weapons, all armor, shields
Divine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. Can use 3 (1+charisma modifier) times per long rest.
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. (Current Pool - 15 )
Fighting Style (Protection) When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting - You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4). You can use a holy symbol as a spellcasting focus.
Divine Smite 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 weapons 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.
Sacred Oath Oath of Devotion
Channel Divinity
- Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
- Turn the Unholy As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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 cant willingly move to a space within 30 feet of you. It also cant 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 theres nowhere to move, the creature can use the Dodge action.
Oath of Devotion Spells You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.
- 3rd level protection from evil and good, Sanctuary
Divine Health Immunity to disease
Equipment and Money
Archeologist equipment (map to a ruin or dungeon, bullseye lantern, miners pick, travelers clothes, shovel, 2 person tent, trinket recovered from a dig site, pouch containing 25 gold)
Medallion from Dust Digger Feature
Adventuring Gear (alms box, amulet, backpack, blanket, block of incense, candle, censer, common clothes, iron pot, rations, shovel, tinderbox, vestaments, water skin)
Chain Mail AC 16
Shield +2 AC
Warhammer
Javelin (x5)
Other Features and Languages
Languages - Common, Dwarvish, Celestial
Dust Digger You have held onto an item that has great emotional value to you.
Historical Knowledge Whenever you enter a dungeon or ruin you have a capability to correctly ascertain its original purpose and also determine its builders. You can easily determine the monetary value of an art object which is more than a century old.
Spells
Protection from Evil and Good Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. (Casting Time: 1 action. Range: touch. Duration: concentration, up to 10 minutes)
Sanctuary You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. (Casting time: 1 bonus action. Range: 30 ft. Duration: 1 minute. Attack/Save: Wis 12)
Cure Wounds A creature you touch regains a number of hit points equal to 1d8 + 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 level or higher, the healing increases by 1d8 for each slot level above 1st. (Casting Time: 1 action. Range: touch. Duration: instantaneous)
Heroism A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. 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: touch. Duration: concentration up to 1 minute)
Shield of Faith A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. (Casting Time: 1 bonus action. Range: 60 ft. Duration: concentration, up to 10 minutes)