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22:53, 27th April 2024 (GMT+0)

Ellia Stonerunner

Basic Information
Character NameEllia StonerunnerHeight4' 2"
Player NamealexsayshiWeight148 lb
Character RaceHill DwarfEyesBright green
AlignmentLawful GoodHairAuburn
DeityOghmaSizeMedium
Total Level3Speed25 ft

Character Class Information
ClassLevel
Paladin
3

InspirationACInitiativeSpeed
 18+225ft

Health pointsHit diceProficiency
40 /403d10+2


Stats
StrengthDexterityConstitutionIntelligenceWisdomCharisma
15(+2)15(+2)17(+3)14(+2)13(+1)14(+2)
Saving Throws
+2+2+3+2+3+4

Attacks and Spells
Attack/spellRange/ReachAttack bonusDamage/type
Warhammer5ft reach+4 Hit/DC1d8+2 (1d10+2 two handed) Melee, Bludgeoning
Javelin30ft/120ft+4 Hit/DC1d6+2 Thrown, Piercing
Unarmed Strike5ft reach+4 Hit/DC3  Bludgeoning

Skills
Acrobatics (dex)2Animal handling (wis)1Arcana (int)2
Athletics (str)4Deception (cha)2History (int)4
Insight (wis)1Intimidation (cha)2Investigation (int)2
Medicine (wis)3Nature (int)2Perception (wis)1
Performance (cha)2Persuasion (cha)2Religion (int)2
Sleight of hand (dex)2Stealth (dex)2Survival (wis)4

Person


Background - Archeologist

Personality traits

Ideals

Bonds

Flaws


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 can’t 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 – Brewer’s Supplies (dwarf), Cartographer’s 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 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.

Sacred Oath – Oath of Devotion

Channel Divinity –

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.

Divine Health – Immunity to disease


Equipment and Money


Archeologist equipment (map to a ruin or dungeon, bullseye lantern, miner’s pick, traveler’s 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 it’s 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)