Royce Valitor Talisbane

Royce Valitor Okrin (a.k.a. Roy)

Mental characteristics

Gender Identity

Male.

Sexuality

Gay as fuck.

Employment

Warlock of the Great Coven.
Paladin of Crowley.

Accomplishments & Achievements

Defeating the Pirates in the a cave.
Defeating and fearing Lord Wrencrest.

Morality & Philosophy

Believes all of creation is worth protecting.
Believes Hope should fall not to the Seven, but everyone.

Taboos

Failure to protect those he cares for.

Personality Characteristics

Motivation

Wants to lead the Elakan to greatness
Wishes to help against the Astral Reckoning
Wants to aid those who seek it.

Likes & Dislikes

Likes:
The Coven
Alfonse
Crowley and fellow Elakan

Handsome, Adventurous, Curious, Humble

View Character Profile
Alignment
Lawful Neutral
Honorary & Occupational Titles
Champion of Crowley
Royce Valitor Talisbane, Defender of Hope Eternal: “He Who Fought to Rise Above Failure”.
(Adaptive, Protector, Kind)
Age
23
Children
Gender
Male
Eyes
Blue
Hair
Brown
Skin Tone/Pigmentation
Slight Tannish
Height
6'0
Known Languages
Celestial and Common.

Royce Valitor Talisbane

Aasmir (Protector) Race
Orde/Church Child Origin
Paladin 12 Class & Level
Lawful Neutral Alignment
Crowley Deity
Silent Knights Faction
Rank/Position
2 Loyalty
None Company

Strength 17
+3
Dexterity 11
+0
constitution 19
+4
intelligence 10
+0
wisdom 11
+0
charisma 20
+5
Total Hit Dice 12
Hit Die
1d10+4
+4 proficiency bonus
+8 Strength
+5 Dexterity
+13 Constitution
+5 Intelligence
+9 Wisdom
+14 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+7 Athletics
+5 Deception
+4 History
+4 Insight
+5 Intimidation
+0 Investigation
+4 Martial
+4 Medicine
+0 Nature
+4 Perception
+5 Performance
+5 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
18
Armor Class
126
Hit Points
+0
Initiative
30
Speed
Pike 1d20+4 1d10+2
Halberd 1d20+4 1d10+2
Spear (Sister Spear of Shadow) 1d20+4 1d6+2
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Exotic Weapons: Scythes, Daborakian Claymore
Tools: Calligraphers Tools(Factionless) , Cooking Utensils, Alchemists Supplies (Great Coven)
Saving Throws: Wisdom, Charisma, Constitution (Resilient)
Skills: Medicine, Athletics (Paladin), Religion, History, (Orde Origin), Insight (Crowley), Martial (Factionless)

(+4 Strength Skill Cap from Linnorm Lords)
Proficiences
Cantrips
Light
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Guidance
Divination cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

 



Level 1 Spells
Divine Smite
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.
At higher levels: The damage increases by 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Bless
You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Shield of the Faith
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.


Heroism
1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Level 2 Spells

Lesser Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Aid
2nd-level abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.


Level 3 Spells
Crusader's Mantle
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Aura of Vitality
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

 


Channel Divinty
Conquering 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.
(16 DC)
Guided Strike: 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.


Oath Spells
Armor of Agathys
1st-level abjuration

Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 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.

Command
1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 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 transmutation



Spiritual Weapon
2nd-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 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.

Hold Person
2nd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

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.

At Higher Levels. 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.

Fear
3rd-level illusion

Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Bestow Curse
3rd-level necromancy

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A Remove Curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

 

Spellcasting
Weapons
Pike
Melee Weapon Heavy, Reach, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d10 Piercing Heavy, Reach, Two-Handed
Cost: 5 gp Weight: 18 lb

Halberd
Melee Weapon Heavy, Reach, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d10 Slashing Heavy, Reach, Two-Handed
Cost: 20 gp Weight: 6 lb

Steton Greatbow
Cost: 90 gp
Damage: 1d12 piercing
Properties: Ammunition (range 100/400 ft.), Heavy, Two-Handed
Strength Requirements: You need at least a 17 Strength score to use effectively, or you have disadvantage on attack rolls with it.
Special: You use your Strength modifier for attack and damage rolls. You can use javelins as ammunition.

Chimeric Cleaver
+1 Greatsword – Major Rare (2800gp) – Attunement
This greatsword was designed with the intent to slay chimera, and as such its blade is made to cleave through the air, and cut through hide and bone in a single stroke. Its grip is a deep crimson red, and the core of the blade is black to absorb the light around it so as to reduce glare and the odds of it being seen by light glinting off the blade.

Chimeric Downfall: This weapon was made with a singular purpose, and though it may not be used for that purpose, it is that purpose that forms the basis of this weapon’s might. As a bonus action you can call upon that purpose, darkening the color of this weapon’s blade as you do. The next attack that you make against a Large size or larger creature that possesses more than one head, or a Huge size or larger creature that has more than one limb, you deal an additional 2d6 slashing damage. You can do so twice, regaining spent uses when you complete a short or long rest.

Hunt the Hunters: You bring forth the magic of the hunt infused within this weapon, bringing forth an ethereal image of a hunter (your choice). When you do, you can cast Hunter’s Mark through this greatsword. You can do this twice, regaining spent uses when you complete a long rest.

Slay the Weak: The call of the hunt rings the loudest when the prey is weakened and ripe for slaughter. As a reaction to dealing damage to a creature that is below half its maximum hit points with this weapon, you can make another attack against the same creature. This attack cannot critically strike. You can do so three times, regaining spent uses when you complete a long rest.
[Base Material, Adornment, Enhancement]

Steton Greatbow
300 Steton Arrows
20 Javelins

Pathogenic Cleaver
Tier 3 Prestige 3 Mission Reward
+2 Butcher's Axe - Minor Legendary - 11,700 gold - Crippling Attunement

It was once a greatsword until the dying moments of it's wielder, the Nuckelavee, warped the blade with its steel-like flesh. This monstrously-sized axe writhes with sickening tendrils as it dreams of felling the great tree that lead to its demise.

When you unattune from this weapon, you gain vulnerability to poison damage until you reattune.

This weapon deals an additional 1d4 poison damage and 1d4 necrotic damage on hit.

This weapon has the Catching property.

You ignore resistance to poison and necrotic damage.

Virulent Embrace: When you grapple a creature with this weapon, they become Infected while grappled. Once they leave the grapple, they remain Infected for 3 rounds. Infected creatures take 1d4 poison and 1d4 necrotic damage at the start of each of their turns and have disadvantage on Constitution saving throws against poison.

Cellular Dissolution: When you critically strike with this weapon, the struck creature becomes Infected for 1 minute. When you critically strike an Infected creature with this weapon, you trigger an explosion of viral reproduction. At the end of that creature's next turn, a chunk of its flesh swells and explodes. All creatures within 15 feet of the explosion must make a Constitution saving throw. On a failed save, each creature becomes Infected for 1 minute and takes 5d6 poison and 5d6 necrotic damage. On a successful save, they only take 1d6 poison and 1d6 necrotic and are not Infected.

This item is Glorybound.

 


Armors

Mitonis the Blessed's Hauberk "Attunement - (+1) Mithril Splint Mail (Equipped)

• Reduce any fire damage you take by 3
• You can spend your bonus action to cast the Divine Favor spell. This ability refreshes after finishing a long rest"
Mithril Properties:
Half Weight
No Disadvantage on Stealth
No Strength Requirment
Arcadum Item


Wondrous

Baiļu Eņģelis
Being crafted by Royce Okrin
Holy symbol of Crowley (Wondrous) - Very Rare (6580gp, 47 days to craft) - Exclusive Attunement: Paladin of Conquest

While attuned to this item, you cannot attune to any other item that would increase your Charisma or affect your Aura of Conquest.

"In their last moments, many saw an angel, while others saw their deepest fears."

Your Charisma score is increased by 2, and your Strength score is increased by 1, to a maximum equal to your ability score cap.

Valdi ar bailēm. When you kill a creature, as a reaction you can choose one creature frightened of you that you can see within 30 feet of you. The creature must make a DC 15 Wisdom saving throw or be considered standing within your Aura of Conquest while within 30 feet of you. This effect ends when it is no longer frightened. You can use this ability three times, with all uses replenishing on a long rest.

Lielas ciešanas. When you are brought below 75% of your hit points, your Aura of Conquest deals additional damage equal to half of your Charisma modifier (minimum of 1) rounded down. When you are brought below 33% of your hit points, you deal your Charisma modifier instead (capped by your proficiency bonus).
Mūžīgā cīņa. When you kill a creature that poses a legitimate threat, you can wreathe your melee weapon or your fists in a dark, red glow as a reaction. For the next minute, your melee weapon attacks deal an additional 1d6 necrotic damage. If you choose to imbue your fists, you can use a bonus action to make an unarmed strike with them, as though you were dual wielding, dealing 1 + your Strength modifier + 1d4 necrotic damage. You can use this ability twice per long rest.

Varenais Elaka. When you score a critical hit in a way that isn't automatic, or kill an enemy creature, you can immediately call upon this holy symbol to project murderous intent. Choose a number of creatures you can see within 15 feet of you up to your Charisma modifier (minimum of 1). They must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. You can use this ability three times, with all uses replenishing on a long rest.

[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1]

Base Material: Skull Effigy
Adornment: Lost Hopes
Enhancement: Everflowing Silk
Enchantment: Mad Arrificer's Blueprints
Spell Invocation: Wrathful Smite
Special Crafter: [empty]


The Clasp of Carnage Series: Vita Brevis

The Clasp of Carnage Series: Vita Brevis
Being crafted by Royce
+2 Daborakian Claymore - Minor Legendary - 11,050 gp, 85 days - Deadly Attunement: Spellcasting/Pact Magic Class Feature

Life is brief; Royce knows this very well. As such, he aims to perfect his craft in his God’s name, marking his name in the annals of Kalkatesh's History.

Worthy 3

The King’s Treasury. Vita Brevis is a repository for all tools used to bring life to a halt. By default, it is a relatively normal claymore, but it can become so much more. As a bonus action, you can shift this sword into one of the following greater incarnations. All incarnations are Daborakian Claymores.

• The Omniscient Star: Vita Brevis’ steel seems to fall away, leaving only a seemingly endless void, covered in roving eyes, that takes the vague shape of a sword. This weapon deals an additional 1d4 force and 1d4 acid damage on hit. While using this incarnation, you have advantage on knowledge checks against the creature you have damaged most recently with this weapon in the last minute. When you have dealt 40 damage to a creature with this weapon, you automatically learn that creature’s type, name, and any vulnerabilities it may have.

• The Chain of Heaven: Vita Brevis becomes distinctly segmented, sections of its steel becoming bound by barbed chains running its length. The base damage of the weapon becomes slashing, and this weapon deals an additional 1d4 force and 1d4 necrotic damage on hit. While using this incarnation, it gains the Catching property. You have advantage on athletics checks to grapple celestials with this weapon.

• The Sword of Rupture: The blade morphs into three distincts segments of an unknown black material, coursing with red veins. Instead of the traditional shape of a sword, it instead appears to be three stacked rectangular prisms that slowly spin in place atop an ornate hilt of golden material. The base damage of the weapon becomes bludgeoning, and this weapon deals an additional 2d4 force damage on hit. Damage dealt by this weapon ignores resistance to force and bludgeoning damage.

I Am the War. You can only use this ability once, and you regain the ability to use it after completing a long rest. As an action, you can summon all incarnations of violence stored within the blade in a shimmering pillar in an empty space within 10 feet of you. The pillar has no physical form but is clearly visible as a 100 feet tall, 5 foot diameter pillar of spectral blades, hilts, and other strange and horrible weapons. If the pillar does not have space to manifest its full height, its height is as tall as the space it appears in allows. It cannot move and lasts for 1 minute. As an action, you can launch a lesser incarnation from the pillar. However, rather than relying on the less notable treasures in your repository, you can also launch one of the three greater incarnations as an action. You can only launch each incarnation once per activation of this ability. After doing so, you cannot shift this weapon into that respective form until after you have completed a long rest. You can launch the weapon that Vita Brevis currently is taking the form of, but it then returns to its base form until you use a bonus action again to make it take the form of a different greater incarnation. If you have launched all three greater incarnations, Vita Brevis returns to its default form.

• Lesser Incarnation: Make a ranged spell attack against a target within 150 feet of the pillar. You choose from the collection of weapons and launch an axe, sword, or other weapon towards the target. On a hit, they take 4d6+your spellcasting ability modifier force damage.

• The Omniscient Star: Instead of launching a physical weapon, the familiar texture of this weapon appears in a sphere atop the pillar. Its eyes coalesce over the starry void into a single, massive, oculus that fires a beam of void energy at a single target. Make a ranged spell attack against one target within 100 feet of the pillar. If the attack hits, it deals 3d10+your spellcasting ability modifier necrotic damage. If the damage would reduce the target to 0 hit points, it must first make a Charisma saving throw against your spellcasting DC. If it fails, it is consumed by the void and analyzed by the Omniscient Star. Then, in its space, a pitch-black facsimile of the slain creature’s form rises and follows your commands until the end of its next turn. It maintains its current initiative and can perform any actions it could in life. At the end of its next turn, it collapses into a pile of sludge.

• The Chain of Heaven: A barbed chain, adorned at the end with a wicked, serrated blade, shoots forth from the top of the pillar. Make a ranged spell attack against a target within 30 feet of the pillar. On a hit, the target takes 2d6+your spellcasting ability modifier piercing damage. Then, it must make a DC 17 Strength saving throw or become grappled by the chain and dragged to the base of the pillar, going through any creatures in its path harmlessly. The chain then begins to retract into the pillar, dragging the grappled creature toward the pillar’s pinnacle. At the start of each of the creature’s turns it can attempt a DC 17 Strength saving throw again to be released from the chain’s grasp. At the end of the creature’s turns while grappled by the chain, it is pulled 50 feet upward. If the creature reaches the top of the pillar, it is then released.

• The Sword of Rupture: The primordial power of this sword can be released only with great effort on the wielder’s part. Instead of being launched from the pillar, the sword appears in your hands, each section spinning furiously, each vein pulsing with profane magic. You must be within 10 feet of the pillar to use this ability. Make a melee spell attack on a creature within 10 feet of you. Hit or miss, you rend space and time in a 100 foot long, 5 feet wide line extending from you through the target of the attack. All creatures within the area of effect must make a Constitution saving throw against your spellcasting DC. On a failure, they are petrified and gain immunity to all damage while petrified as they become frozen in spacetime. If the original creature was struck by the spell attack, creatures within the area have disadvantage on the saving throw. The petrification lasts until the pillar dissipates. You gain a stack of exhaustion after using this ability.

Due to the Deadly Attunement, the cost is increased and you can spend up to a maximum of 130gp per day.

[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1]

 


Explorer's Pack
Adventuring Gear Common

Includes a 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.

Cost: 10 gp Weight: 59 lb

GP: 8493

2x Bandoliers
63 Crafting Tokens
1 pair of knitted toe socks from Auntie Ellen
1x Holy Symbol of Crowley (Amulet)
1x Amulet of the Seven
1x Potion of Healing
1x Wrathful Smite Scroll (B)
1x Potion of Growth (B)
3x Growth Potions
1x Brewer Supplies
2x Potions of Healing
9x Potions of Greater Healing
4x Wrathful Smite Scrolls
21x Crafting Tokens
1x Calligrapher's Supplies
2x Scrolls of Aid
1x Lesser Restoration
1x Scroll of Bless
1x Scroll of Protection from Good and Evil
1x Scroll of Heroism
1x Psyker Psteel Blueprint
1x The Symbol of Kalkatesh
Simple Iron Key from Crowley
Equipment
Silent Knights
Faction
The Madman
Stat Array
Passive Perception: 14
Passive Insight: 14

Resilient (Constitution)
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

Racial Traits
Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.

Celestial Resistance You have resistance to necrotic damage and radiant damage.

Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it

Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

 


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.

Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

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

Sacred Oath
When you reach 3rd Level, you swear the oath that binds you as a Paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

Your choice grants you features at 3rd Level and again at 7th, 15th, and 20th level. Those features include oath Spells and the Channel Divinity feature.

Oath Spells
Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the Paladin spell list, the spell is nonetheless a Paladin spell for you.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical Effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or Long Rest to use your Channel Divinity again.

Some Channel Divinity Effects require Saving Throws. When you use such an effect from this class, the DC equals your Paladin spell save DC.

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

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.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

 



Oath of Conquest
Oath of Conquest
Subclass Options
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. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

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.

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

Conquering 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: 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
Starting at 7th level, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke
Starting at 15th level, whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.

Invincible Conqueror
At 20th level, as an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

You have resistance to all damage.
When you take the Attack action on your turn, you can make one additional attack as part of that action.
Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can't use it again until you finish a long rest.

Stats Array

15 Str
11 Dex
14 Con
10 Int
11 Wis
15 Cha
+2 Cha +1 Wis - Protector Aasimar
  • 1 Wis from Crucible Washout
  • +1 Con Crowley Church Boon
    +1 Cha Orde Origin
    +2 Con Level 4 ASI
    +1 Str + 1 Con Level 8 ASI
    +1 Str + 2 Cha from Bailu

     


    Carry Weight

    Total Carry Weight 255
    Mitonis the Blessed's Hauberk +1 Mithril Splint Mail (Equiped) 30 Pounds
    Yanlış Derviş +1 Scythe 8 Pounds
    Baiļu Eņģelis Holy symbol of Crowley (Wondrous) 1 Pound
    Explorer's Pack 10 Pounds
    Steton Bow 6 Pounds
    Chimeric Cleaver - 6 Pounds
    300 Steton Arrows 90 Pounds
    20 Javelins 40 Pounds

    Still has 64 Pounds

     


    Grand Cathedral

    Once per long rest, you may make a melee attack against an enemy within your reach, for one round, including the first hit, your smite damage deals its damage to all enemies within 20ft of that enemy.

     


    Beckoned.
    Class/Racial Features & Traits