Shania Ael

Children

Shania Ael

Shar'Kai Race
Shar'Kai Path of the Ael Origin
Paladin 2 Bard 8 10 Class & Level
Lawful Alignment
Astraroth Deity
WatchWall Faction
Corporal Rank/Position
9 Loyalty
Company

Strength 20
+5
Dexterity 11
+0
constitution 14
+2
intelligence 12
+1
wisdom 10
+0
charisma 16
+3
Total Hit Dice 2,5
Hit Die
1d10, 8+2
+4 proficiency bonus
+5 Strength
+0 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+2 Acrobatics
+2 Animal Handling
+5 Arcana
+13 Athletics
+5 Deception
+3 History
+4 Insight
+5 Intimidation
+3 Investigation
+4 Martial
+2 Medicine
+3 Nature
+4 Perception
+5 Performance
+11 Persuasion
+3 Religion
+2 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
46
MV
1
Prestige
2
Attunement Slots
19
Armor Class
77
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Pike 1d20+6 1d10+4
WeaponAttackDamage
Javelin 1d20+6 1d6+4
WeaponAttackDamage
StetonGreatbow 1d20+6 1d12+4
Attacks
3/30 days 300/3000 GP - Blueprint Axe


Skills

Athetics - Expert -
Keen Senses – You have proficiency in the Perception skill.
Martial - Shar'kai Origin
Arcana
Insight - Astraroth
Persuasion - Expert

 

Instruments

Warhorn - Expert

 

Fighting Style

Defense AC+1, Two-Weapon Fighting

 

Equipment + Weapon Profiencies

All Armor, Martial weapons, Shields
Shar'kai weapon proficiency:
Steton Longbow
Falcion
Daborakian Claymore
Butcher's Axe

 

Tools

Mason tools, Potters tools
Cooking Tools
Calligraphy Tools

 

Saves

Wis
Cha

Languages

Common, Shar'kai, gnoll

Proficiences
Bard Cantrips:

Message
Prestidigitation
Mending

 

Level 1 Spells: Paladin

Thunderous Smite
Divine Favor
Shield of Faith
Bless

 

Bard level 1 spells

Dissonant Whispers
Feather Fall
Healing Word

 

Level 2 bard

Phantasmal Force
Silence
Hold Person

 

Bard level 3 spells

Dispel Magic
Stinking Cloud
Hypnotic pattern

 

Bard level 4 spells

Dimension Door
Greater Invisibility

 

Slots

Level 1: 4
Level 2:3
Level 3:3
Level 4:3
Level 5:1

 

Spellcasting
One set of traveler's clothes, Potter's Tools, Mason's Tools, tabard
Cooking tools
Calligraphy tools

x2 Bandoliers, Hourglass
explorer's Pack
holy symbol
Silvered Masterwork Claymore
Daborakian Claymore
Falchion
Pike
Javelin
GreatAxe
2x Handaxe
Steton greatbow
Stained Axe - A gift from the Red Orcs, this weapon acts as a regular greataxe, except that whenever it is used to defeat an enemy, if the wielder is raging, their rage duration is increase by 1 round.

Full Plate
shield

fatesteel warhorn - Bard Arcane Focus now.
3 stacks of greatbow arrows,

Crafting Tokens

2

 



0 cast of find familiar reagents 10gp

Potted Plant - talven event
4 scrolls of healing word,
18 healing potions,
climber's kit,
a portable ram
2 potion of water breathing,
3 growth potions
1 Potion of Greater Healing

A Rain Catcher
3 rations
1waterskin
Gold

7869

 

Ring of Detect Undead

Ring of Detect Undead
T2 P2 Magic Item Reward
Wondrous (Ring) - Major Rare (3,000 gp)- Attunement

A platinum ring with the shape human skull in the facet. It feels unnaturally cool to the touch.

When within 30 feet of an undead creature the ring begins to heat up alerting the wearer of the presence. This works through full cover.

Bone Crusher. As a reaction to dealing Bludgeoning damage to an undead creature, you can release the energy stored in the ring to deal an additional 4d6 bludgeoning damage. You can use this ability once, regaining the ability to do so after finishing a long rest.

Radiant Strike. As a bonus action, you can channel the energy from the ring to smite your foes. For a minute after activating this ability, you can choose to change the type of damage you deal with an attack or spell into radiant damage. After doing so, the ability ends. You can use this ability once, regaining the ability to do so after finishing a short or long rest.

This item is uncraftable.

 

Viaken Rune- Flavor

Blueprint

Psyker Psteel - (BluePrint)
+1 Greataxe/Butcher's Axe/Scythe
Minor Very Rare - Attunement (30 crafting tokens)

Shimmering, magenta-tinted steel awaits a mind to shatter.

Choose 2 of the following effects.

1. [a. You deal an additional 1d6 psychic damage on hit with this weapon.] [b. You deal 2 additional psychic damage on hit with this weapon. Once per attack, if there is another sentient creature within 10 feet of a creature you strike with this weapon, you can deal that other creature 2 psychic damage.]

2. When you reduce a creature to zero hit points with this weapon, [a. All other creatures except you within 5 feet of the downed creature must make a DC 15 Wisdom saving throw or become frightened of you until the end of your next turn.] [b. The weapon absorbs the fear of the fallen creature. The next creature you strike with this weapon must make a DC 15 Wisdom saving throw or become frightened of you for 1 minute. They can repeat the saving throw at the end of their turns to end the frightened condition.] [c. You gain 1d6 temporary hit points and cannot be frightened while you have them.]

3. Your [a. Strength] [b. Intelligence] [c. Charisma] score is increased by 2, up to a maximum equal to your ability score cap.

4. You can cast [a. Detect Thoughts] [b. Suggestion] [c. Mind Spike] twice per long rest. The DC for this spell is 15.

5. You and another creature with intelligence 6 or greater can both spend 1 minute holding this weapon to form a psychic bond between the two of you. While both of you are within 30 feet of this weapon, [a. You can communicate telepathically with each other.] [b. You both have advantage on saving throws against being frightened] [c. You both reduce psychic damage taken by 3].

The following ability counts as two effects.

6. Your critical range with this weapon increases. You critically strike on a roll of a 19 or 20 for attacks made with this weapon. When you critically strike a creature with this weapon, [a. You gain a 20 ft fly speed for 1 minute or increase your fly speed by 5 if you already have one] [b. that creature must make a DC 15 Intelligence saving throw or become stunned until the end of their next turn.] [c. you can use your bonus action to have that critical strike deal an additional 3d10 psychic damage]

 

ribbon

Green and Bronze stripped ribbon, with a "caterpillar" symbol etched into it.

 

Auran Force Ones Blueprint

Auran Force Ones
Wondrous (Shoes)
Minor Rare - Attunement (10 crafting tokens)

These sturdy leather boots feel light as air and come in a variety of styles, such as solid white, solid black, or even have colorful and creative designs where the more artistically inclined may be interested.

Choose 1 of the following effects:

1. Your [a. Strength] [b. Dexterity] [c. Constitution] score increases by 1, up to a maximum equal to your ability score cap.

2. Your walking speed is increased by 5 feet.

3. As an action, you can activate these boots in order to gain a +2 bonus to Strength (athletics) checks for jumping or climbing for up to 1 minute. You can use this ability once, and regain its use after finishing a short or long rest.

4. This item has 3 charges. As a bonus action, you can expend one charge in order to restore your own hit points by 1d4+1. This item regains all charges after finishing a long rest.

 

Chibi Shania and Potted plant

Masterwork Platemale - Maid Dress- Blue Turtle

Equipment
WatchWall
Faction
Mad Man
Stat Array
+5 HP Loyalty
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

 

Not Yet

Not Yet – You have advantage on death saving throws.

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. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Racial Languages
You can speak, read, and write Common and Sharkai.

Sharkai Weapon Training
You have proficiency in three two-handed weapons of your choice.

Glory of Aladine
When you defeat a creature, you are healed for a total amount of hit points equal to your character level + your Constitution modifier. Once this ability is triggered, it cannot be triggered again until you complete a short or long rest.

You gain an additional use of the Glory of Aladine before you must rest.

Whenever you use the Glory of Aladine, you may make an attack with your weapon against another creature that is within 30ft of you as a bonus action.

 

Unbroken

You ignore the first level of exhaustion you would take. You must complete a long rest before you can use this ability again.

 

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.

 

Bardic Inspiration : D8: 3

You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.

 

Jack of all trades
Song of Rest (d6)
Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

 

Feat 1

Skilled
Smith Tools
Brewing Supplies
LeatherWorker's tools

 

Extra Attack
Counter Charm
Feat 2/ASI

+2 Str

 

Class/Racial Features & Traits