The Cursed Ship
Varis Liadon (Silverfrond) aka Bastion
Class, Paladin
Race, Sea Elf
AC, 18 (Aura of Iron 20) (Aura of Iron+Revenant Blade + Defensive Style 22)(Aura of Iron + Revenant Blade + Defensive Style + Shield Of Faith 24)
HP, 112
Speed, 30ft
Stats.
Str 20 +5
Dex 14 +2
Con 18 +4
Int 11 +0
Wis 14 +2 (16 +3)
Cha 20 +5
Background (Noble, 2nd Variant)
Saving Throws: Wisdom,Charisma (Bonus +5 to all saving throws)
+3 Proficiency bonus
Skills Athletics,Persuasion (Paladin)
(?),(?) (Noble, 2nd Variant)
Keen Senses. You have proficiency in the Perception skill.
Languages, Common, Elven, and Aquan.
Dwarvish,Sylvan (Noble, 2nd Variant)
Feats,
1. Revenant Blade
Prerequisite: Elf
You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:
Increase your Dexterity or Strength score by 1, to a maximum of 20.
While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon's damage die for this attack increases to 2d4, instead of 1d4.
2. (?)
Weapons,
1. Double Bladed Scimitar +1
Melee Weapon (Martial)
Category: Items
Damage: 2d4 +1
Damage Type: Slashing
Item Rarity: Standard
Properties: Special/Two Handed
Range: 5ft
Weight: 6
2. x20 Javelin 1d6 (Piercing)(Range)(30/120)
Armor,
1. Adamantine Full Plate (18 AC)
Accessory, Cloak Of Protection +1
Spellcasting,
1st Level (4 Castings) (9 spells prepared)
1.Protection from Evil and Good
2.Shield of Faith
3.Thunder Wave *
4.Thunderous Smite
5.Detect Poison and Disease
6.Purify Food and Drink
7.Heroism
8.Shield *
2nd Level (3 Castings)
1.Enlarge/reduce *
2.Branding Smite
3.Lesser Restoration
4.Aid
5.Warding bond *
Fighting Style, Defensive
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Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.
Like other elves, sea elves can live to be over 750 years old.
Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size. You are Medium.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Child of the Sea. You can breathe air and water, and you have resistance to cold damage.
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 discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Keen Senses. You have proficiency in the Perception skill.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
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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.
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.
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. 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
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Tenets of the Unbreakable
Defend the Weak: When walls and shields are not enough you must be there to be their bulwark against destruction.
Kindle hope: When there is doubt, you must be an anchor for the courage and will of those around you.
Never Back Down: You are unbreakable, show no fear, and take little caution. You must be where others cannot.
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Channel Divinity
When you take this oath at 3rd level you gain the following two Channel Divinity options.
Adamantine Bulwark. Anytime you take damage from an attack or spell you can use your reaction and your channel divinity to reduce all damage you take by an amount equal to five times your paladin level.
Unstoppable Charge. You can use your channel divinity to charge forward, knocking enemies out of the way. As an action, you can move up to double your walking speed in a straight line. While you are moving this way your movement does not provoke attacks of opportunity for leaving a creature's reach, you can pass through enemy creatures and secured objects that are 500lbs or less. Any creature you pass through must succeed on a strength saving throw or be moved to the closest unoccupied square and knocked prone, a successful save still moves the creature but prevents the target from falling prone. Objects you pass through are broken and or pushed to the nearest unoccupied square.
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Aura of Iron
Beginning at 7th level you emanate so many protective magics that it is almost palpable. You and creatures you choose within 10ft of you get a +2 to armor class. At level 12 this bonus increases to +3. At 18th level the aura increases to 30ft.
Living Fortress
At 15th level, you have come to embody many qualities of an actual fortress. You have advantage on saving throws from spells, abilities, or attacks that would push, pull, or knock you prone. In addition, you may not be pushed or pulled more than 5 feet from a hostile creature or effect. Friendly creatures within 5 feet of you may also gain these benefits while within range.
Unbreakable Defender
At 20th level, you can use an action to create an additional secondary layer of armor made of solidified radiant energy that appears over your form, and overcharge the defensive magics that surround you. For one minute you gain the following benefits:
If an attack or spell that deals damage would damage you for 20 hit points or less, you ignore it and any effects it would inflict on you.
Allied creatures within 30ft gain all the benefits of living fortress
Anytime a hostile creature makes a ranged attack against an allied creature within your aura of iron, roll a d6. On a 4,5, or 6, the attack is made against you instead.
This message was last edited by the GM at 20:04, Mon 19 Feb.