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Urdic of Clan Belarrak

Race
Dragonborn (blue)
Class
Paladin 6
Archetype
-
Background
Anthropologist
Alignment
Lawful Good
Deity
Helm
Faction
Order of the Gauntlet
Gender
Male
Size
Medium
Age
18
Height
1.98m
Weight
119 kg
Hair
none
Eyes
hazel
STR
DEX
CON
INT
WIS
CHA
16
8
14
10
10
16
+3
-1
+2
+0
+0
+3
Saving Throws
+3
-1
+2
+0
+3
+6
AC
18
Initiative
-1
Speed
30
Hit Dice
6d10
Proficiency
+3
Passive Perc.
10
Hit Points
TEMPORARY
CURRENT
MAXIMUM52
Inspiration
 
XP
0
Skills
-1: Acrobatics (Dex)
0: Animal Handl. (Wis)
0: Arcana (Int)
+6: Athletics (Str)
+3: Deception (Cha)
0: History (Int)
+3: Insight (Wis)
+3: Intimidation (Cha)
+3: Investigation (Int)
0: Medicine (Wis)
0: Nature (Int)
0: Perception (Wis)
+3: Performance (Cha)
+6: Persuasion (Cha)
+3: Religion (Int)
-1: Sleight of Hand (Dex)
-1: Stealth (Dex)
+3: Survival (Wis)
Background
Personality Traits: I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
When I arrive at a new settlement for the first time, I must learn all its customs.
Ideals: Discovery. I want to be the first person to discover a lost culture.
Bonds: My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
Flaws: I talk to myself, and I don't make friends easily.
Features & Traits
Armor & Weapon & Tool Proficiencies:
All armor, shields, simple & martial weapons, cartographer’s tools
Languages:
Common, Draconic
Draconic Ancestry:
Blue: Lightning breath weapon; Lightning damage resistance
Breath Weapon: Lightning:
each creature in 5 by 30ft. line must make a saving throw (DC 13). creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t again until you complete a short or long rest.
Feat: Skilled:
You gain proficiency in any combination of three skills or tools of your choice: Investigation, Survival, Cartographer’s Tools.
Divine Sense:
As an action, you can open your awareness to detect evil 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 (=4). 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 (6) × 5 (= 30). 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.
Cultural Chameleon:
Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you’ve adopted, or roll on the Adopted Culture table.
Adept Linguist:
You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.
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:
Charisma. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
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 1 d8 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:
Oath of Devotion: Tenets of Devotion, Oath Spells, Channel Divinity
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.
Aura of Devotion:
You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
Death Saves
Successes:
 
 
 
Failures:
 
 
 
Feats
Combat Action Options
  • Standard Action: Attack action | Breath Weapon | Spell | Divine Sense | Channel Divinity: Sacred Weapon | Channel Divinity: Turn the Unholy | Lay on Hands | Dodge | Help | Ready | Shove | Dash
  • Bonus Action:
  • Move Action: Move
  • Reaction (Attack of Opportunity): Melee attack | Fighting Style: Protection
-
Oath of Devotion:
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good.
Oath 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.
  • 3rd: protection from evil and good, sanctuary
  • 5th: lesser restoration, zone of truth

Tenets of Devotion:
Honesty, Courage, Compassion, Honor, Duty
Channel Divinity:
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.
Sacred Weapon, Turn the Unholy
Longsword
ATTACK
+6
DAMAGE
1d8+3
TYPE
Slash
RANGE
5 feet
 
Club
ATTACK
+6
DAMAGE
1d4+3
TYPE
Bludg
RANGE
5 feet
 
Equipment
GP: 10
longsword
shield
club
explorer’s pack
chain mail
holy symbol
leather-bound diary
a bottle of ink, an ink pen
a set of traveler’s clothes
one trinket of special significance
money pouch
trinket: a vial of dragon blood
warhammer of templar of Torm
5 small gems
Scroll of Revivify (lvl 3 Necromancy)
machete
Magic Items
My Party
  • Freckles: Tabaxi Sorcerer, Wild Magic (Ferry)
  • Lerea: Goliath Barbarian, Totem Warrior (Stijn)
  • Pine: Halfling Rogue, (Jeroen)
  • Nibbles: Gnome Warlock, (Mark)
  • Ethan: Human Bard, College of Swords (Xavier)

Spells

Spells Prepared
6
Spellcasting Ability
Cha
Spell Save DC
14
Spell Attack Bonus
+6
 

Background story