Paladin
Baldric
10th level Paladin – Oath of Vengeance
Half-Elf
Str: 16 +3
Dex: 10
Con: 14 +2
Int: 8 -1
Wis: 12 +1
Cha:18 +4, +2 – 8th level
Half-Elf traits:
Skill Proficiencies: Perception and Intimidation
Darkvision 60’
Immune to magical sleep, advantage on saves vs. Charm
Languages: Common, Elvish, Infernal
Background: Guild Artisan – gains Insight and Persuasion; artisan’s tools
Skills: Prof. Bonus: +4
Athletics 7
Intimidation 8
Medicine 5
Perception 5
Persuasion 8
Artisan’s tools (Smiths)
Paladin Abilities:
Fighting Style – Dueling
Spell casting
Divine Smite – spend spell slot for extra 2d8 damage +1d8 for each level beyond 1st, +1d8 vs fiend or undead
Divine Health – Immune to Disease
Divine Sense – 5 uses: 1 Action - 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; and Consecrated or Desecrated place or object
Lay on Hands: 45 HP
Channel Divinity: Abjure Enemy and Vow of Enmity
Relentless Avenger: move 15’ after an opportunity attack (and hit), no op. attack provoked
Extra Attack
Aura of Protection - 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 Courage - you and friendly creatures within 10 feet of you can’t be frightened while you
are conscious.
Divine Magic: also gets: bane, hunter’s mark, hold person, misty step, haste, protection from energy
Spells: Attack bonus: +8, Save DC: 16
4 1st, Bane, Cure Wounds, Hunter’s Mark, Searing Smite
3 2nd, Branding Smite, Lesser Restoration, Misty Step
2 3rd, Haste, Dispel Magic
Feat: 4th level – Shield Master
Combat:
+1 Longsword; +8 to hit, 1d8 +6 damage, S
Warhammer; +7 to hit, 1d8 +6 damage, B
Long Bow; +4 to hit, 1d8 damage, P
Dagger; for emergencies
AC: 22
+1 Full Plate and +1 Shield
HP: 84
Init: 0
Saves: Charisma and Wisdom – 12 and 9; +4 to all others from Aura of Protection; Can’t be frightened; all those within 10’ of him are immune to being frightened.
Movement: 30’
Currently down:
Magic Items and Gear:
Bag of Holding – full of spare ammunition; water and food for 5 for 5 days; Healer’s kit; Rope
Potion of Hill Giant Str.
Potion of Extra Healing
2 Potions of Healing
OR
Wizard – War Mage
Edmund Blackadder
Wizard 10
Human
Str. 10/0
Dex. 14/+2
Con. 14/+2
Int. 20/+5 (bonus at 4th level and 8th level)
Wis. 10/0
Cha. 8/-1
Skills: +4 Prof.
Arcana 9
Deception 3
Investigation 9
Perception 4
Stealth 7
Thieves’ tools 6
Languages: Common and Elven
Human Traits: +1 to Dex and Int; gains Perception and bonus feat
Background: Criminal – gains Deception, Stealth, Game set and Thieves’ tools
Feat:
War caster: advantage on Con. Saves for Concentration checks; When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Arcane Recovery: 5 spell slots recovered after short rest
War Mage Abilities:
Arcane Deflection: When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Tactical Wit: gain Intelligence bonus to Initiative
Power Surge:
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Durable Magic:
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Combat: (almost never uses weapons)
Dagger
Sling - +7 to hit, 1d4 damage; B, 30/120
AC: 16: Mage Armor, Cloak, Dex. and Arcane Deflection (see above)
HP: 62;
Initiative: +8
Movement: 30’
Saves:
Int. 10, Wis. 5; +1 to all others
Spells: (* will denote what spells he has per day; R denotes Ritual spell)
Attack Mod: +10; Save DC: 17
Cantrips: 5; Fire Bolt, Mage Hand, Poison Spray, Shocking Grasp, Toll the Dead
Spell Slots: 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2
Spell Book: 6 +16 (2 per level)
1st level: Grease*, Identify-R, Mage Armor*, Comp. Languages, Absorb Elements*, Magic Missile, Protection from Good/Evil, Shield*
2nd level: Blur*, Melf’s Acid Arrow*, Misty Step*, Levitate
3rd level: Counterspell*, Dispel Magic*, Fireball*, Lightning Bolt
4th: level: Banishment, Dimension Door*, Greater Invisibility*, Ice Storm, Storm Sphere*
5th level: Cone of Cold, Bigby’s Hand*, Far Step*
Magic Items and Gear:
Spell book
Cloak of Protection: +1 to AC and Saves
Wand of the War Mage +1 (adds to spell attack and ignore half-cover when making spell attacks)
Wand of Web – 7 charges
Goggles of Night
Scroll – Mirror Image, 2nd level
Periapt of Health – Immune to disease
Potion of Healing, 2
Obo'laka (being risk-averse) gives the following boon:
Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Baldric
10th level Paladin – Oath of Vengeance
Half-Elf
Str: 16 +3
Dex: 10
Con: 14 +2
Int: 8 -1
Wis: 12 +1
Cha:18 +4, +2 – 8th level
Half-Elf traits:
Skill Proficiencies: Perception and Intimidation
Darkvision 60’
Immune to magical sleep, advantage on saves vs. Charm
Languages: Common, Elvish, Infernal
Background: Guild Artisan – gains Insight and Persuasion; artisan’s tools
Skills: Prof. Bonus: +4
Athletics 7
Intimidation 8
Medicine 5
Perception 5
Persuasion 8
Artisan’s tools (Smiths)
Paladin Abilities:
Fighting Style – Dueling
Spell casting
Divine Smite – spend spell slot for extra 2d8 damage +1d8 for each level beyond 1st, +1d8 vs fiend or undead
Divine Health – Immune to Disease
Divine Sense – 5 uses: 1 Action - 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; and Consecrated or Desecrated place or object
Lay on Hands: 45 HP
Channel Divinity: Abjure Enemy and Vow of Enmity
Relentless Avenger: move 15’ after an opportunity attack (and hit), no op. attack provoked
Extra Attack
Aura of Protection - 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 Courage - you and friendly creatures within 10 feet of you can’t be frightened while you
are conscious.
Divine Magic: also gets: bane, hunter’s mark, hold person, misty step, haste, protection from energy
Spells: Attack bonus: +8, Save DC: 16
4 1st, Bane, Cure Wounds, Hunter’s Mark, Searing Smite
3 2nd, Branding Smite, Lesser Restoration, Misty Step
2 3rd, Haste, Dispel Magic
Feat: 4th level – Shield Master
Combat:
+1 Longsword; +8 to hit, 1d8 +6 damage, S
Warhammer; +7 to hit, 1d8 +6 damage, B
Long Bow; +4 to hit, 1d8 damage, P
Dagger; for emergencies
AC: 22
+1 Full Plate and +1 Shield
HP: 84
Init: 0
Saves: Charisma and Wisdom – 12 and 9; +4 to all others from Aura of Protection; Can’t be frightened; all those within 10’ of him are immune to being frightened.
Movement: 30’
Currently down:
Magic Items and Gear:
Bag of Holding – full of spare ammunition; water and food for 5 for 5 days; Healer’s kit; Rope
Potion of Hill Giant Str.
Potion of Extra Healing
2 Potions of Healing
OR
Wizard – War Mage
Edmund Blackadder
Wizard 10
Human
Str. 10/0
Dex. 14/+2
Con. 14/+2
Int. 20/+5 (bonus at 4th level and 8th level)
Wis. 10/0
Cha. 8/-1
Skills: +4 Prof.
Arcana 9
Deception 3
Investigation 9
Perception 4
Stealth 7
Thieves’ tools 6
Languages: Common and Elven
Human Traits: +1 to Dex and Int; gains Perception and bonus feat
Background: Criminal – gains Deception, Stealth, Game set and Thieves’ tools
Feat:
War caster: advantage on Con. Saves for Concentration checks; When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Arcane Recovery: 5 spell slots recovered after short rest
War Mage Abilities:
Arcane Deflection: When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
Tactical Wit: gain Intelligence bonus to Initiative
Power Surge:
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Durable Magic:
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Combat: (almost never uses weapons)
Dagger
Sling - +7 to hit, 1d4 damage; B, 30/120
AC: 16: Mage Armor, Cloak, Dex. and Arcane Deflection (see above)
HP: 62;
Initiative: +8
Movement: 30’
Saves:
Int. 10, Wis. 5; +1 to all others
Spells: (* will denote what spells he has per day; R denotes Ritual spell)
Attack Mod: +10; Save DC: 17
Cantrips: 5; Fire Bolt, Mage Hand, Poison Spray, Shocking Grasp, Toll the Dead
Spell Slots: 1st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2
Spell Book: 6 +16 (2 per level)
1st level: Grease*, Identify-R, Mage Armor*, Comp. Languages, Absorb Elements*, Magic Missile, Protection from Good/Evil, Shield*
2nd level: Blur*, Melf’s Acid Arrow*, Misty Step*, Levitate
3rd level: Counterspell*, Dispel Magic*, Fireball*, Lightning Bolt
4th: level: Banishment, Dimension Door*, Greater Invisibility*, Ice Storm, Storm Sphere*
5th level: Cone of Cold, Bigby’s Hand*, Far Step*
Magic Items and Gear:
Spell book
Cloak of Protection: +1 to AC and Saves
Wand of the War Mage +1 (adds to spell attack and ignore half-cover when making spell attacks)
Wand of Web – 7 charges
Goggles of Night
Scroll – Mirror Image, 2nd level
Periapt of Health – Immune to disease
Potion of Healing, 2
Obo'laka (being risk-averse) gives the following boon:
Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Last edited by whit10 on Wed May 20, 2020 8:03 pm; edited 54 times in total