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Judy the Elf

Tenets of Faith

Tenets of Conquest   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.

Physical Description

Body Features

Very pale but not quite completely white with a scar on the right cheek

Apparel & Accessories

heavy plate armor that has a subtle red hue to it and a shield on her back. Shes also wearing a small necklace in the shape of a tombstone that says ..... R.I.P. - S.C.
Year of Birth
181 A.E. 120 Years old
Children
Gender
Female
Eyes
Brown
Hair
Brown
Quotes & Catchphrases
"Not too hot. EXTRA chocolate. Shaken, not stirred."

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Judy the Elf

Paladin - Oath of Conquest 5 Class & Level
Background
High Elf Race
Neutral Alignment

Strength 16
+3
Dexterity 13
+1
constitution 14
+2
intelligence 9
-1
wisdom 10
+0
charisma 15
+2
Total Hit Dice 5
Hit Die 1d10+2
3 proficiency bonus
0 Passive perception
0 Strength
0 Dexterity
0 Constitution
0 Intelligence
0 Wisdom
0 Charisma
saving throws
0 Acrobatics
0 Animal Handling
0 Arcana
0 Athletics
0 Deception
0 History
0 Insight
0 Intimidation
0 Investigation
0 Medicine
0 Nature
0 Perception
0 Performance
0 Persuasion
0 Religion
0 Sleight of Hands
0 Stealth
0 Survival
skills
20
AC
44
Hit Points
2
Initiative
30ft
Speed
Languages: Common, Elvish
Armor:All armor, shields.
Weapons: Simple and martial weapons.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
Proficiencies
Attacks
Spellcasting
By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Paladin spell list.

Preparing and Casting Spells
You regain all expended Spell Slots when you finish a Long Rest.

When preparing spells, choose a number of Paladin Spells equal to your Charisma modifier + half your Paladin level, rounded down (minimum of one spell).

Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability
Charisma is your Spellcasting ability for your Paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a Paladin spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use a holy Symbol as a Spellcasting focus for your Paladin Spells.

Oath Spells
  • 3rd Level: Armor of Agathys, Command

  • 5th Level: Hold Person, Spiritual Weapon

  • 9th Level: Bestow Curse, Fear

  • 13th Level: Dominate Beast, Stoneskin

  • 17th Level: Cloudkill, Dominate Person

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Racial Traits
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. 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 color in Darkness, only shades of gray.

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. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training⁠: You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow.

Class Features
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.

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 1d8 if the target is an Undead or a fiend.

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.

Divine Health
By 3rd level, the Divine Magic flowing through you makes you immune to disease.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conquering Presence.You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature 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.

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.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Features & Traits

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