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Bharash Daardendrian

Bharash Daardendrian

1. Where was the Character Born? 2. Who are their parents? 3. Are the parents/family still alive? Yes 4. What was your character doing before the adventuring life? He was an enlisted soldier/paladin 5. Why did your character leave their previous life? Search for a strength worthy of having pride in 6. What did your character leave behind? Nothing really. Confort maybe? 7. What does your character want? (motivations) same as 5 8. At least two Friends/Enemies(not necessary life threatening)       Barash was the second son of the Dardendrians, a clan of historians <insert their role>. During his upbringing, he was drawn to the stories of heroes vanquishing evil across the lands. Over time he decided he would become one of these heroes but never forgot his responsibility to the general populate (Noble obligation). There was, however, something that had bothered him. Even though heroes would defeat evil, eventually it would find its way back. Evil was rarely truly defeated in a manner that would make it unable to restart.   Initially, he thought he just needed to be stronger than the heroes of legend, but he found out that just because you wish for something, there is no guarantee that it will come to place. The world is unforgiving (a reference to his brief meeting with death). To attain strenght and to vanquish evil, one has to have the resolution to do what is necessary.

Relationships

Bharash's Father Dandenrian

Father (Vital)

Towards Bharash Daardendrian

-4

Honest


Bharash Daardendrian

Son

Towards Bharash's Father Dandenrian

0

Species
Spouses
Siblings
Children

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Bharash Daardendrian

Paladin 5 Class & Level
Noble Background
Dragonborn Race
Any Alignment

Strength 17
+3
Dexterity 10
+0
constitution 13
+1
intelligence 8
-1
wisdom 10
+0
charisma 16
+3
Total Hit Dice 4
Hit Die 1d10+1
2 proficiency bonus
10 Passive perception
3 Strength
0 Dexterity
2 Constitution
-1 Intelligence
2 Wisdom
5 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
16
AC
20
Hit Points
0
Initiative
30
Speed
Elvish
Draconic
Common


Proficiencies
BattleAxe, 1d20+5 , 1d8+3 1d10+3 , Versatile
Spear 1d20+5 , 1d6+3 1d8+3 , Versatile thrown 20/60 Attacks
Wrathful Smite
Heroism
Command
Hold person
Armor of Agathys
Command
Hold Person
Spiritual Weapon
Spellcasting

Equipment
My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
Personality Traits
Noble Obligation: It is my duty to protect and care for the people beneath me.
Ideals
I will face any challenge to win approval from my family.
Bonds
I secretly believe everyone is below me.
Flaws

Position of Privilege


Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Dragon Breath


You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

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.

Spellcasting


List of prepared spells size: Charisma modifier + half Pala lvl, rounded down
Spell save DC: 8 + proficiency bonus + Charisma modifier
Spell attack modifier: proficiency bonus + Charisma modifier

Divine Smite


Radiant damage: lvl 1 spell slot consumed = 2d8 + 1d8 for each spell level higher, to a maximum of 5d8.

Divine Health


You are immune to disease

Extra Attack



Oath of conquest


The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos.

Tenets of Conquest


A paladin who takes this oath has the tenets of conquest seared on the upper arm.

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.

Oath Spells


Armor of Agathys, Command, Hold Person, Spiritual Weapon

Channel Divinity


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.
Features & Traits

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