Rath Sengar

Sea Elf, Sailor (Pirate), Paladin [9]

Strength Dexterity Constitution Intelligence Wisdom Charisma
13 [+1] 20 [+5] 14 [+2] 13 [+1] 13 [+1] 12 [+1]

Alignment: Chaotic Neutral
Experience: Level 9
Wounds: 75
Saving Throws: Wisdom, Charisma
AC: 20 (Studded Leather [12] + Shield [2] + Dex [5] + Defense [1])

  • Elf Traits:
    • Speed: 30ft (Walk + Swim)
    • Size: Medium
    • Height: 5'7"
    • Weight: 126 lbs
    • Age: 124 years
    • 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 can’t discern colour in darkness, only shades of grey.
    • Keen Senses: You have proficiency in the Perception skill.
    • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
    • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
  • Sea Elf Traits:
    • Natural Swimmer: Swim at full move speed.

Proficiencies: [+4]
Weapons: Martial, Simple.
Armour: All Armour, Shields
Skills:Arcana, Athletics, Religion, Intimidation, Perception, Stealth
Tools: Water Vehicles
Languages: Common, Elvish

Feats and Abilties:

  • Paladin – Oath of Conquest:
  • 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. This feature has no effect on undead and constructs.
  • Defense: When wearing armour, +1 to AC.
  • Extra Attack: +1 Attack
  • Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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.
  • 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.
  • Divine Health: Immune to disease
  • Oath of Vengeance:
  • Channel Divinity – Conquering Strike: You can use your Channel Divinity to break a foe’s will. When you hit a creature with a melee weapon attack as part of the Attack action, you can also use your Channel Divinity to force the target to make a Wisdom saving throw. On a failed save, the target 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.
  • Channel Divinity – 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.
  • Aura of Conquest: You emanate a menacing aura while you’re not incapacitated. The aura includes your space, extends 10 feet from you in every direction, and is blocked by total cover. Any enemy in the aura has disadvantage on saving throws against being frightened.

Equipment:

  • Viafel's Rapier (+1, d8, Fine Quality - Kraken basket guard)
  • Set of common clothes
  • Shield with embossed holy symbol (Blood Orb) (+2 AC)
  • Studded Leather (AC12 + Dex, 13lb)
  • Explorer’s pack (backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)
  • Bedroll
  • Elven finger on a necklace
  • 3 Fingered Ring (+1, Wizard Casting Focus)
  • Bone Helmet of Water Breathing (Part of Medium Armour Set)
  • Elven Boarding Axe (+1; D8; Slashing; Finesse)

Oath of Vengeance

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.


Spellcasting

Spell Save DC = (12), 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = (4), Proficiency bonus + your Charisma modifier

Spells Prepared: 5 (Shield of Faith, Thunderous Smite, Revivify, Gaseous Form, Haste)

Spell Slots:
1st Level: 4
2nd Level:3
3rd Level:2

1st Level Spells Known: All Paladin plus the following

  • Armour of Agathys:
    • VSM. Action. Self
    • 1 Hour
    • A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
  • Command:
    • V. Action. 60 feet.
    • 1 round.
    • You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
    • Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
      • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
      • Drop. The target drops whatever it is holding and then ends its turn.
      • Flee. The target spends its turn moving away from you by the fastest available means.
      • Grovel. The target falls prone and then ends its turn.
      • Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    • At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

2nd Level Spells Known:

  • Hold Person:
    • VSM. Action. 60 feet
    • Concentration, 1minute
    • Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    • When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
  • Spiritual Weapon:
    • VS. Bonus Action. 60 ft
    • 1 minute
    • You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
    • As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
    • The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
    • At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

3rd Level Spells Known:

  • Gaseous Form:
    • VSM. Bonus Action. Touch
    • Concentration, 1 hour
    • You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
    • While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
    • While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it w as carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
  • Haste:
    • VSM. 1 Action. 30ft
    • Concentration, 1 minute
    • Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
    • When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
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