Thijs


Experience

Level 3
1881 / 2700 --> level 4


Background

Teacher

Character Appearance

Azreal is generally a calm and composed man. However if one would look more carefully they would see a determined man to find a way.

A way back home.

Image

RACE

Variant Human

CLASS

Paladin: Oath of Conquest

Proficiency Bonus

2

PASSIVE PERCEPTION (Wisdom)

12

PASSIVE INSIGHT

12

Active Conditions:



Score

Roll

Saving Throw

STR

16

1d20+3

1d20+3

DEX

10

1d20

1d20

CON

14

1d20+2

1d20+2

INT

13+1

1d20+2

1d20+2

WIS *

14

1d20+2

1d20+2+2

CHA *

17+1

1d20+4

1d20+4+2

  • Succes
  • Succes
  • Succes
  • Failure
  • Failure
  • Failure

Weapon

To Hit

Damage

Greatsword
heavy, two-handed, 5ft, slashing

1d20+2+3

2d6+3

Javelin
Thrown (range 30/120), 5ft, Piercing

1d20+2+3

1d6+3

Acrobatics

1d20

Medicine

1d20+2

Animal Handling

1d20+2

Nature

1d20+2

Arcana

1d20+2

Perception

1d20+2

Athletics *

1d20+3+2

Performance

1d20+4

Deception *

1d20+4+2

Persuasion *

1d20+4+2

History *

1d20+2+2

Religion

1d20+2

Insight

1d20+2

Sleight of Hand

1d20

Intimidation *

1d20+4+2

Stealth

1d20

Investigation

1d20+2

Survival

1d20+2


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.


  • Max uses: 15

  • Uses left: 15

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.


  • Max uses: 5

  • Uses left: 4

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.


On melee weapon attack

max(2d8 * spell splot level + 1d8 if undead/fiend, 6d8)

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.


Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


  • Max uses: 1

  • Uses left: 1


Skills

  • Athletics - Paladin

  • Intimidation - Paladin

  • History - Background (retainer)

  • Persuasion - Background (retainer)

  • Deception - Human

Saving Throws

  • Charisma - Paladin

  • Wisdom - Paladin

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

While you are wearing armor, you gain a +1 bonus to AC.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier = 14

  • Spell attack modifier = your proficiency bonus + your Charisma modifier = 6

  • Prepared spells = max(Charisma modifier + floor(0.5 * lvl), 1) = 5

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

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.


Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.


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.


Hitpoints: 29

Current HP: 29

Temp HP: 0

AC: 17

Hit Dice: 3 / 3d10

Hit Dice Left: 1d10 / 1d10 / 1d10

Initiative: 1d20

Alignment: Lawfull Neutral

Alcohol score: 2


Movement

Walking Speed: 30 ft

Climbing speed: 15 ft

Swimming speed: 15 ft

Crawling speed: 15 ft


Jumping

Long jump: 16 ft.

High jump: 6 ft.

Languages: Common,
Undercommon,
Halfling

Armor: All armor, Shields

Weapons: Simple Weapons,
Martial Weapons

Tools:

Other: Dice set

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