Brianne

Awesome Paladin

Description:

Brianne
Description:
Align: LG
Race: Human
Class: Paladin
Gender: Female
Specialty: Defender
Background: Knight

AC: 18
HP: 48

Abilities:
Str: 16 (3)
Dex: 16 (
3)
Con: 14 (2)
Int: 14 (
2)
Wis: 10 (0)
Cha: 19 (
4)

Attributes:
Speed: 30ft (-5ft due to armor)
Hit Dice: 5d10
Initiative: +3
Vision: Normal
Size: Medium

Languages:
Common
Celestial
Goblin

Human
Ability Score Adjustment: Your starting ability scores each increase by 1.
Size: Medium.
Speed: 30 feet.
Languages: You can speak, read, and write Common, as well as a number of additional languages of your choice equal to your Intelligence modifier, provided it is positive.

Paladin
Blessed by the gods, paladins are champions of order who devote themselves to their knightly oaths.
Alignment: A paladin must be of a lawful alignment: lawful good, lawful neutral, or lawful evil

When you create a character whose first class is paladin, you gain these benefits.
Ability Adjustment: +1 to your Strength, Constitution, or Charisma score. You need Strength for weapon use and Charisma to augment your divine abilities.
Starting Hit Points: 10 + your Constitution modifier
Armor and Shield Proficiencies: All armor and shields
Weapon Proficiencies: All simple and martial weapons
Equipment: Chain mail, shield, long sword, hand crossbow, 20 crossbow bolts, adventurer’s kit, and 29 gp
Hit Dice: 1d10 per paladin level
Hit Points: 1d10 (or 6) + your Constitution modifier per paladin level gained

Class Features
Channel Divinity, Divine Grace, Divine Sense, Oath, Spellcasting

Level 1: Attack Bonus
Your extensive training makes you deadly on the battlefield. You are also more accurate and more deadly than many other combatants.
Benefit: You gain a +1 bonus to your attack roll when you’re using a weapon with which you have proficiency. This bonus increases as you gain levels, as noted on the Paladin table.

Level 1: Spell Casting
As a paladin, you learn to draw on divine magic through prayer and ancient rites. You use this power to cast potent spells that smite your enemies and uplift your friends.
Benefit: You can cast a number of paladin spells per day based on the number of spell slots you receive for your paladin level, as noted in the Paladin Spells per Day table. Charisma is your magic ability score.
Spell Preparation: You must prepare your spells before casting them. After a long rest, you regain all your spell slots, and you can prepare a number of spells equal to 2 + half your paladin level (two spells at 1st level), choosing any spell you wish from the paladin spells you can cast. You will usually want to prepare at least one spell of each level you can cast. Preparing your spells requires time spent in prayer: at least one minute per spell level for each spell you prepare.
Casting a Spell: When you cast a spell, choose one of your prepared spells and use a spell slot of that spell’s level or higher. Some spells have improved effects when they are cast at higher levels. After you cast the spell, you lose the use of that slot until you prepare spells again, but you still have the spell prepared. You can use your spell slots to cast any combination of spells you have prepared, as long as you respect the limit on spells you can cast of a specific level. For example, if you have cure wounds and divine favor prepared and have two 1st-level spell slots available, you can cast each spell once or cast one of those spells twice.
Saving Throw DCs: When a paladin spell that you cast calls for a saving throw, the save DC equals 10 + your Charisma modifier + the spell casting bonus for your level, as noted in the Paladin table.

Level 1: Divine Sense
Your connection to the divine awakens a supernatural awareness in you. When you focus your senses, you can sense the presence of creatures, places, and items with strong divine connection in the world around you.
Benefit: You can activate your divine sense as an action. Until the end of your next turn, you know the exact location of any celestial, fiend, or undead creature within 25 feet of you, and such creatures cannot become hidden from you. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated.

Level 1: Divine Grace
Your faith is as strong an armor as any suit of mail. The gods protect you from spells, poisons, and any other hazards that can undo you.
Benefit: You can make a Charisma saving throw in place of any saving throw you make.

Level 1: Channel Divinity
You have the ability to perform miracles by acting as a conduit for raw divine power. When you do so, you channel energy directly from your deity, using it to fuel exceptional magical effects.
Benefit: You can channel divinity once per day. As you gain levels, you gain additional uses of this feature each day, as noted in the Paladin table. When you channel divinity, you choose an option granted by your oaths and gain its benefits. Each channel divinity option explains how to use it.
Divine Smite: When you hit an enemy with a melee attack, you can expend a use of channel divinity to deliver a divine smite. Your attack deals 3d10 extra damage. If you are not evil, the extra damage is radiant. If you are evil, the extra damage is necrotic.
Lay on Hands: As an action, you can expend one of your uses of channel divinity to lay on hands. When you do so, you can restore 15 hit points, divided among any creatures you choose within 5 feet of you. You can expend an extra use of channel divinity when you use this to also remove one disease or poison from one of the creatures you heal.
Turn Undead: As an action, you can expend one of your uses of channel divinity to channel positive energy. When you do so, each undead creature within 30 feet of you that has hit points equal to or less than twice your paladin level is destroyed. Each remaining undead creature within 30 feet of you that has hit points equal to or less than five times your paladin level is turned. A turned creature is affected for 1 minute or until it takes damage from an attack or a spell. It must spend its turns trying to get as far away from you as it can. It cannot willingly move within 30 feet of you (unless there is nowhere else it can move), it cannot take reactions, and it can use its actions only to hustle or to try to escape from an effect that prevents it from moving.

Level 1: Oath
A paladin is defined by oaths—to a knighthood, to a code, and to the gods.
Benefit: Choose an oath associated with your alignment. Three options are presented here: the Oath of the Cavalier (lawful good), the Oath of the Warden (lawful good or lawful neutral), and the Oath of the Blackguard (lawful neutral or lawful evil). Your choice of oath grants you various special abilities, including spells and channel divinity options.

Oath of the Cavalier
A cavalier has sworn to protect the weak, to fight evil, and to act as a shining example of goodness in an otherwise dark world.
Alignment: You must be lawful good.
Channel Divinity: You gain the Divine Smite, Lay on Hands, and Turn Undead options.
Cavalier Spells: Add the following spells to your spell list.

Spell
Level Domain Spell
1 protection from evil
2 lesser restoration

Level 2: Aura of Protection
The resolve of your faith, and the protection afforded to you by the gods, extends to your allies.
Benefit: Whenever a creature within 10 feet of you must make a saving throw, you can use your reaction to grant it a bonus to the save equal to your Charisma modifier (minimum of +1).

Level 4: Aura of Courage
Your faith lends you courage, and your fearlessness serves as an example to your allies.
Benefit: You cannot be frightened, and creatures you designate within 10 feet of you have advantage on saving throws against being frightened.

Level 5: Deadly Strike
You are such a skilled combatant that your attacks deal more grievous wounds to your foes.
Benefit: Once per turn, when you roll damage for an attack, you can roll the weapon’s damage dice twice and add the rolls together.

Background

Knight
Gaining Skills
The exception is the recall lore skill; each time you pick that skill, you must choose an area of knowledge: folklore, forbidden lore, magical lore, military lore, natural lore, political lore, religious lore, or subterranean lore.

Task Ability
Administer First Aid = Wisdom
Balance = Dexterity
Bluff = Charisma
Break an Object = Strength
Climb = Strength
Conceal an Object = Dexterity
Drive = Dexterity
Gather Rumors = Charisma
Handle an Animal = Wisdom
Intimidate = Charisma
Jump = Strength
Listen = Wisdom
Perform = Charisma
Persuade = Charisma
Recall Lore* = Intelligence
Ride = Dexterity
Search = Intelligence
Sense Motive = Wisdom
Sneak = Dexterity
Spot = Wisdom
Swim = Strength
Tumble = Dexterity
*You can choose this skill multiple times, but you must pick a different area of knowledge each time.

Using Your Skill Die
Whenever you make an ability check related to one or more of your skills, roll your skill die once and add the number rolled to the check’s result. Your skill die starts as a d6.

You have successfully completed your training as a squire and earned the title of knight. Your title carries many responsibilities, and you are expected to behave in a chivalrous manner, protect the innocent, and mete justice across the land. You might be sworn to a noble house or be a wandering knight, questing for some prize or glory.
Trait—Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay. Certain nobles might decline, but this is a serious breach of etiquette and usually has social consequences.
Suggested Skills: Persuade, recall lore (military lore and political lore), and ride.
Suggested Equipment: Lance, token of affection, signet ring, sealing wax, light warhorse with saddle and bridle, grooming kit for horses, feed (seven days), traveler’s clothes, 32 gp, and 5 sp.

Specialty

Defender
Through conscious effort or menacing presence, you command attention on the battlefield. You protect those who cannot protect themselves, often putting yourself at great risk by intercepting enemies’ attacks. Alert, wary, and often selfless, you stand as a bulwark against the tide of enemy combatants. Defenders arise from many different backgrounds and professions. You might have been a professional soldier, having learned techniques from fighting in military formations. Alternatively, you could be a valiant knight, and the act of protection arises from a singular commitment to a chivalric code.

Level 1:
Interposing Shield
Martial feat
You can disrupt an attack by bashing the attacker with your shield.
Prerequisite: Proficiency with shields
Benefit: While you are wielding a shield, you can use your reaction to impose disadvantage on the attack roll of a creature within 5 feet of you, provided the creature is attacking a target other than you.

Level 3:
Hold the Line
Martial feat
You can use your shield to stop oncoming enemies in their tracks.
Prerequisite: Proficiency with shields
Benefit: When a creature of your size or smaller moves within your reach while you are wielding a shield, you can use a reaction to cause the creature to end its movement for the turn.

Paladin Spells
Level 1 Spells
Bless
Command
Create Water
Cure Wounds
Detect Magic
Detect Poison
Divine Favor
Purify Food and Drink
Shield of Faith

Level 2 Spells
Aid
Lesser Restoration
Zone of Truth

Bless (1st-level enchantment )
You bestow your blessing on your companions, giving them the heart to face their present trial.
Casting Time (Swift): 1 action. You can take another action as part of the same action, but not an action that involves casting a spell or activating a magic item.
Effect (Concentration): Choose any number of creatures in a 20-­ ‐foot-­ ‐radiussphere whose center is within 50 feet of you. Each of those creatures gains a +1 bonus to attack rolls and saving throws. The bonus lasts for 1 minute or until your concentration is broken.

Command (1st-­‐levelenchantment )
You channel supernatural authority so that you can compel a creature into obedience. The creature acts without thinking, doing what you command.
Casting Time: 1 action.
Effect: Choose a living creature within 50 feet of you that can hear you. You speak a one-­ ‐word command to it. If the target’s hit point maximum is 30 or higher, it must make a Wisdom saving throw. If the creature succeeds on the saving throw, the spell has no effect on it. A creature that fails the saving throw or that has a hit point maximum lower than 30 spends its next turn doing as it was commanded. 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 is prevented from following the command issued to it, 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 does not move and takes no actions. A flying creature stays aloft, provided it is able to do so.

Create Water (1st-level conjuration )
Water condenses in the air at a point you choose, falling like rain or filling a container such as a bucket or a skin.
Casting Time: 1 action.
Effect: You create enough drinkable water to sustain one Small or Medium humanoid for 24 hours (about 2 gallons). You can cause the water to appear in any empty container within 25 feet. The water fills the container if it is large enough; any excess spills from the container and onto the ground. You can also cause the water to fall as rain in a 25-­‐ foot-­‐ radiuscloud centered on a point you can see within 25 feet. Exposed flames in the cloud are extinguished, and the ground, creatures, and objects become thoroughly soaked.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create enough water to sustain one additional creature or increase the radius of the cloud by 10 feet for each level above 1st.

Cure Wounds (1st-level conjuration )
You swiftly channel positive energy into an injured creature to mend its wounds. This same energy is the bane of the undead.
Casting Time (Swift): 1 action. You can take another action as part of the same action, but not an action that involves casting a spell or activating a magic item.
Effect: Choose a living or an undead creature that you can see within 25 feet of you. If the creature is living, it regains 1d8 + 4 hit points. If the creature is undead, it must make a Constitution saving throw. It takes 4d8 radiant damage on a failed save, and half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 + 1 for each level above 1st, and the damage increases by 1d8 for each level above 1st.

Detect Magic (1st-level divination )
Upon casting detect magic, you immediately perceive an aura around any objects, areas, or creatures affected or created by magic. Studying the auras can give you clues to the nature of the magic.
Casting Time: 1 action.
Effect: For 1 minute, you detect the presence of magic within 25 feet of you. If the magic you sense belongs to a school of magic, you learn what that school is. The spell can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Poison (1st-­level divination )
You cast a spell that allows you to perceive the least hint of poison, venom, disease, and similar toxins and contagions, such as those that are secreted by a beast or applied to an assassin’s blade.
Casting Time: 1 action.
Effect: For the next minute, if there is poison, a poisonous creature, or a disease within 25 feet of you, you know it, where the source of the poison or disease is, and what kind of poison, poisonous creature, or disease is present. The spell can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Divine Favor (1st-level evocation)
Your divine patron answers your prayer and places a spiritual hand upon your soul as a mark of favor. For as long as this blessing remains, you fight with greater might.
Casting Time (Swift): 1 action. You can take another action as part of the same action, but not an action that involves casting a spell or activating a magic item.
Effect (Concentration): You gain a +1 bonus to attack rolls and damage rolls. The spell lasts for 1 minute or until your concentration is broken.

Protection from Evil (1st-­‐level abjuration)
Carrying incense as you trace a circle in holy water around a creature, you ward your subject against evil spirits and influences. Requirement: You must have holy water and incense, both of which are expended in the spell’s casting.
Casting Time: 1 action.
Effect: You touch a creature. For 1 minute, that creature has advantage on saving throws against effects created by fiends and undead, and cannot be charmed or frightened by such creatures.

Purify Food and Drink (1st-level transmutation)
You make a magical entreaty to the nature spirits. In answer, spoiled, rotten, poisonous, or otherwise contaminated food and water is purified, and it becomes suitable for eating and drinking.
Casting Time: 1 action.
Effect: Choose a point within 10 feet of you. All nonmagical food and drink within a 5-­foot radius cloud centered on that point is purified and rendered toxin and disease free.

Shield of Faith (1st-­level abjuration )
You call out a prayer to protect an imperiled ally. A shimmering field surrounds and shields your target, helping to deflect attacks.
Casting Time (Swift): 1 action. You can take another action as part of the same action, but not an action that involves casting a spell or activating a magic item.
Effect (Concentration): Choose a creature within 50 feet of you. That creature gains a +1 bonus to AC. The bonus lasts for 1 minute or until your concentration is broken.

Aid (2nd-level enchantment)
The aid spell stirs courage and resolve in its recipients so that they can stand fast in the face of danger.
Casting Time: 1 action.
Effect: Choose up to three creatures within 10 feet of you that are not currently affected by this spell. Each creature’s hit point maximum and current hit points increase by 5 for the next 8 hours.

Restoration, Lesser (2nd-level conjuration)
You restore a creature to its full ability by ending an effect that impairs it.
Casting Time: 1 action.
Effect: You touch a creature and choose one of the following effects.
Neutralize Poison: If the creature is suffering from any poisons, choose one of them and neutralize it.
Remove Disease: If the creature is suffering from any diseases, choose one of them and cure it.
Remove Paralysis: If the creature is subjected to any paralyzing effects, choose one of them and end it.

Zone of Truth (2nd-level enchantment)
You create a magical zone that guards against deception. Creatures affected by the zone’s magic cannot knowingly speak a lie.
Effect: Choose a point you can see within 50 feet of you. A 15-­ ‐foot-­ ‐radiusinvisible cloud appears centered on that point. It lasts for 1 minute. Any creature in the cloud or that enters the cloud must make a Charisma saving throw. On a failed save, a creature cannot speak a deliberate lie while in the cloud. An affected creature is aware of the spell and may thus avoid answering questions to which it would normally respond with a lie, or may be evasive in its answers as long as it remains within the boundaries of the truth.
Ritual: You can cast this spell as a ritual by spending at least 10 minutes sprinkling special material components, including powdered silver, around the area.

Bio:

Brianne has a twin brother, Michael, who wanted to be a knight when he was small. When they were 8, he had a horrible fever that held onto him for several weeks. Eventually, the fever broke but he was very weak after the illness passed. He remained bedridden for the rest of his life. Brianne decided to take on Michael’s desire to be a knight. Brianne trained very hard and after a few years, she became one of the best knights in the area. People used to say that Brianne fought with the strength of two. One night, after she had been a knight for a few years, she had a strange dream. In this dream, she was told that she has done well for herself, her brother, and the people of the land. The voice told her that if she continued to pursue the path of the lawful good, she would be able to use special powers, magical powers. Brianne has not learned who her patron is; however, she continues to practice her art in a lawful good manner.

Brianne carries a small pressed flower in a locket around her neck. This favor was given to her by her brother after she was knighted.

Brianne

Bleak Falls Barrow silverarrowknits