[FLOATLEFT][FIELDSET=Basic Info][COLOR="Blue"]
Name:[/COLOR]
Orlin the Awakener
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Age:[/COLOR]
44
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Gender:[/COLOR]
Male
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Race:[/COLOR]
Mountain Dwarf
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Class:[/COLOR]
Paladin (Vergadain)
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Oath:[/COLOR]
Oath of Awakening
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Level:[/COLOR]
3
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Alignment:[/COLOR]
CN
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Background:[/COLOR]
Guild Artisan [/FIELDSET][/FLOATLEFT]
[FIELDSET=Faction Idea] One
ring guild to
bind them blow their minds. [COLOR="OrangeRed"]The Guild of Knowledge![/COLOR]
[/FIELDSET]
[FIELDSET=Other Factions] Orlin is willing to work in or with any faction that he perceives as promoting the greater good.
[/FIELDSET]
[FLOATRIGHT][FIELDSET=Appearance][img2=300]
https://i.postimg.cc/JzWPcpTr/...IELDSET][/FLOATRIGHT]
[FIELDSET=Tenets of Awakening] The tenets of the Oath of Awakening are deeply personal to each paladin, but they tend to follow certain related themes.
Discovery. Knowledge is power. The unknown danger goes unstopped.
Prudence. Disaster or madness awaits those who don’t look before they leap. Know when to rush in and when escape is necessary for you to fight another day.
Courage. Don’t let prudence stand in the way of pushing back the darkness. When the time comes, act without reservation.
Wonder. Find the beauty and marvels of the world. Savor and preserve them, for they nourish those haunted by the darkness. [/FIELDSET]
[FIELDSET=Backstory] The dreams had come to him ever since he had been a dwarfling. And like a wise dwarf, Orlin followed his dreams. That is why he became a guild artisan blacksmith instead of a mason. That is why he became a paladin in service to Vergadain. And from other dreams of the past, Orlin knew that he would one day become a bard as well.
But lately there had been a new dream. A dream more powerful than all the others. The Awakening Dream. And from this dream, Orlin would change the world. He would put into motion a Guild of Knowledge and from that guild would grow an utopia like none ever seen before.
[/FIELDSET]
[SPOILER=Stat Block]
[url=https://www.myth-weavers.com/s...d=2612700]Orlin[/url]
Paladin 3
AC 17
HP 28/28
Speed 25ft
Str 16 (+3)
Dex 14 (+2)
Con 15 (+2)
Wis 13 (0)
Int 12 (+1)
Cha 15 (+2)
Attacks
Warhammer +4 1d8+3
Light Crossbow +4 1d6
Saving Throws: Wisdom, Charisma
Skills: Insight, Intimidation, Persuasion, Religion
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.
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.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Dreamed Destiny. When you fail on a saving throw or miss with an attack roll, you can invoke your dream identity using your Channel Divinity as a bonus action on your turn; if it is not your turn, you may use this feature as your reaction. When you do, you roll a d6 and add the number rolled to your saving throw or attack roll, which might make you succeed or hit rather than fail or miss. At 10th level, the die becomes a d8. At 15th level, the die becomes a d10. At 18th level, the die becomes a d12.
Psychic Resonance. Your two selves operating in unison create a powerful psychic resonance. As an action, you unleash this resonance to overwhelm a foe’s mind using your Channel Divinity. The target must be a creature within 10 feet that you can see. The creature takes 2d6 psychic damage and must succeed on a Wisdom saving throw or it is blinded. At the end of each of its turns, it can repeat the saving throw, ending the condition on a success.
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.
Dwarf Features
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
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 saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency - smith's tools
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.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Mountain Dwarf
Source: Player's Handbook
Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.
[/Spoiler]