Ovorw (the) Moonchild
Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [+1] 20 [+5] 16 [+3] 6 [-2] 16 [+3] 16 [+3]

Chaotic Good (Neutral)
12,18,15+1,6,15+1,14+2

11.jpg

Half-elf, Paladin, Outlander

  • Size: Medium [5’6”, 155lb]
  • Speed: 30
  • HP: 31 (lvl 3) +12d10 + 36
  • Experience:
  • Level Proficiency: +5 (lvl 15).
  • Saving Throws: Wisdom, Charisma

Traits and Features:

  • Darkvision: Can see in dim light as in bright light for 60ft and in darkness as if dim light.
  • Fey Ancestry: Advantage on saving throws against being charmed and magic can't put you to sleep.
  • Wanderer: Excellent memory for maps and geography, recall general layout of terrain, settlements and other features. can find food/water up to 6 people each day, provided it can be found in the area.
  • Extra Attack: Attack twice
  • Auras: you and allies within 10ft have resistance to spell damage, +3 to saves and cant be frightened.
  • Undying Sentinel: when you are reduced to 0 hp and not killed outright, can choose to be 1hp instead. 1xLR. Cant be aged magically and dont suffer from old age.
  • Divine Sense:
    • 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:
    • You can restore a total number of hit points equal to your paladin level x 5 (75). 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.
  • Cleansing touch: use action to end spell on yourself or willing creature that you touch. charges equal to ChaB, reset on LR.
  • Divine Smite:
    • When you hit a creature with a melee weapon, you can expend one paladin spell slot to deal (n+2)d8 (n= spell lvl) radiant damage to the target, in addition to the weapon's damage. The damage increases by 1d8 if the target is undead or a fiend.
  • Improved Divine Smite: you deal +1d8 radiant on melee attacks.
  • Fighting Style:
    • Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Divine Health:
    • Immunity to disease
  • +1 to Nature (Int) checks.
  • Channel Divinity: 1 per short or long rest.
    • Nature's Wrath:
    • As an action cause spectral vines to spring up and reach for a creature within 10ft, STR or DEX save or restrained. Saving throw is repeated at end of each turn, on a success the vines vanish.
    • Turn the Faithless:
    • As an action present your holy symbol, and each fey or fiend within 30ft of you that can hear you must make a WIS save or is turned for 1min or until it takes damage.
    • Must spend its turn trying to move as far away from you as possible, it cannot willingly move to within 30ft.
    • Cannot take reactions.
    • Can only use Dash actions or attempt to escape from effects that prevent movement. if nowhere to move it can use Dodge action.
    • If True form is concealed, it is revealed whilst turned.

Feats:

  • Dex stat bonus +2
  • Mounted Combatant
    • Advantage on melee against unmounted targets smaller than your mount.
    • force attack on mount to hit you instead.
    • mount takes half dam from dex saves, none on pass.
  • Inspiring Leader
    • 10minutes, buff up to 6 allies within 30ft (including self). 18 THP. creature can only be affected 1x per short or long rest

Proficiencies:

  • Weapon Proficiency: Simple Weapons, Martial Weapons
  • Armour Proficiency: All armour, Shields
  • Tool Proficiencies: Pan Flute (add prof to any check)

Skills:

  • Languages: Common, Elven, Sylvan, Primordial,
  • Proficient: Athletics(str)b, Survival(wis)b,Perception(wis)r, Persuasion(Cha)c, Stealth(dex)r, Insight(wis)c.
  • Passive Perception: 18

Equipment:

  • Traveller's Clothes4lb
  • Owl Bear Cloak2lb
  • Studded Leather 12+DexB (17AC) 13lb
  • Shield +2AC 6lb
  • Moonleaf amulet (holy symbol), sigil of fate attached. 1lb
  • Rapier d8+5+2 (damage), finesse 2lb
  • Longbow
    • 1d8; Piercing; Ammunition; Range 150/600; Two-Handed 2lb
    • Quiver 1lb
    • 20 Arrows 1lb
  • Belt
    • Pan flute2lb
    • Pouch
      • Mummified Goblin Hand (1 on trinkets roll)
      • 300gp of diamonds

Equipped Total32lb

  • Backpack 30/30 5lb
    • IN 10 Days of Rations20lb, 100gp of powdered silver
    • Bedroll7lb,Waterskin5lb, 50ft Hempen Rope10lb, Mess Kit1lb, Tinderbox1lb

*
Currency:
pp
gp 75
ep
sp 77
cp 122


Magic:

Spell Save DC:16
Spell Attack Bonus: +8

10 prepared spells
LEVEL 1: 4

  • Ensnaring Strike
  • Speak with Animals
  • Bless
  • Cure wounds
  • Purify food and drink.

LEVEL 2: 3

  • Moonbeam
  • Misty Step
  • Branding Smite

LEVEL 3: 3

  • Plant Growth
  • Protection from energy
  • Revivify x1
  • Create food and water
  • Daylight
  • Magic Circle

LEVEL 4: 2

  • Ice storm
  • stoneskin
  • Find greater steed
  • Locate creature

Background Information Wanderer
Personality Trait: I feel far more comfortable around animals than people.
Personality Trait: I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaw: I have an obvious "tell" when lying.

Given to Druid Circle at early age due to "cliché", etc.,
Given blessing by the lord of the forest.
Held apart from rest of enclave due to mixed heritage and blessing itself.
filled previously long vacant role of "xyz" in the enclave.

Strongly compassionate and treats everyone like family but can be as whimsical and cruel similar to a child, the fey or nature itself. The convergence of power in the nearby region has alarmed the druids and he has been sent forth to disperse it.

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