Thales

Thales

A battle-hardened paladin seeking to protect his nation and people above all

Physical Description

Specialized Equipment

Wielder of Segrada, the Sword of Renewed Horizons

Mental characteristics

Personal history

In the heart of Orde, within the alabaster stone walls of the city of Crestfall, Thales Miletus was born and raised by loving parents and a welcoming society. The son of a brass Dragonborn father, an aspiring scholar, and a bronze Dragonborn mother, a devoted priest of Runetharas, Thales grew up sheltered from the world outside. Well educated and pampered, his early days reflected an aspiration to follow in his father’s footsteps. The topics of religion, history, art, and markedly philosophy, were studied extensively whenever possible. His only experiences outside the city were the rare trips to see his uncle, who helped maintain a small farm close to the capital.   When he finally came of age, Thales left the capital to travel the rest of Orde and to seek wisdom from those libraries and scholars who resided elsewhere in the nation. However, his young and impressionable mind wondered as he became increasingly knowledgeable of the various orders of paladins that protect and serve Orde. As he traveled, his focus of study shifted to military history and warfare. Within his heart was that of a patriot, one wishing to serve his nation. It is not surprising that after nearly a year of travel, an order of Runetharas found success in recruiting him into their ranks and accepted him as a Squire of the faith.   During his time as a Squire, he learned to wield a blade and attain the martial mastery needed to fight and die for what one believes in. Still travelling as best he could, one of his Order was taken under the wing of a Justicar while investigating a small town close to the Kraxazian border. Being taken along, the group traveled through a harsh snowstorm near the last days of winter before coming upon the town and speaking with their leadership as to discover the validity of concerning rumors that had recently come to the attention of Ordean authorities. Word had reached the ears of the capital that the town was smuggling out prisoners of the nation who were planned to be exiled into the Badlands.   As fate would have it, the rumor proved true as the inhabitants fought back against the Ordean paladins upon arrival. Death over exile and imprisonment was their choice. Thales stayed close to the outer walls under orders while the chaos of battle engulfed the once quiet settlement. However, he was forced to draw cold steel as one of the town guards sought to confront him. A quick and intense duel took place, testing what skills he had learned as a Squire to find victory. In the end, he was not found wanting as he went for the finishing blow. Yet something unexpected occurred that changed everything. An old man, too aged to wield a sword, jumped in front of the guard while shouting for mercy for his son. Steel pierced flesh and bone, the life of his eyes staring into Thales’s own as the man died in front of him.   A state of shell shock overcame him, all else fading into nothingness as the man dropped to the frozen earth. The fighting stopped being noticed, his mind wondering elsewhere. All he wanted to do was escape from the chaos and make peace somewhere away from this madness. So he did, into the freezing storm alone while others fought on. Soon after, darkness took him. When next he woke, he was recovering in a tavern miles away in a bed. His muscles stiff and mind uneasy, he quickly discovered that he had been saved by a traveling hermit that had found him off the road. It was fortunate, he was told, that enough of the snow seemed to have melted to make him visible from the carriage. A day longer and he might have frozen, the elements doing what cold steel could not. The hermit, a priest of the Green, believed that Lady Spring had blessed him with a second chance, a new start on life. When questioned as to why that would be the case, the hermit informed Thales that the day he was found was the first day of spring. Fate had an interesting sense of humor, it would seem.   As he moved on, returning to his order to finish his training, the hermit's words followed him everywhere. What if he had been blessed? What if a god had noticed him so, saw something in him that was worthy of such? As time passed, and his training completed, Thales was convinced that he must repay that which was given. To fight for Gwaina and devote his life to her in thanks for that perceived blessing. If Lady Spring had seen a light worth preserving within this aspiring knight, than Thales would use that opportunity to become an instrument of their wraith against the wicked and vile things within the world around him. With his faith reformed, Thales moved to seek out the world's evils in the name of god and country.

Accomplishments & Achievements


- Helped defend the town of Dunmore in Southern Steton against Cogoracht, an ancient cyclops warlord, and its army of the dead
- Helped put an end to Marcelous Kingvale and oversaw the ascension of Crowley into the Black Pantheon
- Helped put an end to the Thorn King's reign over Kytolok and cleansed the land of its corruption
- Delved into an ancient Elven ruin to stop the spread of the Violet in the world, emerging victorious with the direct intervention of the Seven
- Led a holy crusade into the Misted Isle against an ancient Coven, putting an end to one of Orde's oldest enemies once and for all

Personality Characteristics

Virtues & Personality perks


Courteous
Honorable
Empathetic

Vices & Personality flaws


Self Righteous
Dogmatic

Personality Quirks

When enraged, electrical sparks flare within his maw.

Social

Religious Views

Pays Lip Service to Gwaina

Hobbies & Pets

Caretaker of a Hellhound (Kain) and a Shadowhound (Nameless). Draws sketches within his notebook, often of birds he's encountered. Mentor of Skip, a Kuo-Toa, who he has taken on as his Squire.
Alignment
Lawful Good
Honorary & Occupational Titles
Watch-Captain (Chapter Master) / Fearless / Crusader / Veteran
Year of Birth
1174 31 Years old
Birthplace
Orde
Children
Current Residence
Orde, The Wall
Gender
Male
Eyes
Heterochromia (Golden / Blue)
Skin Tone/Pigmentation
Bronze
Height
6'5"
Weight
220
Quotes & Catchphrases
My faith is undeniable!
Known Languages
Common (Grass), Draconic (Noble), Celestial

Thales

Dragonborn Race
Orde/Paladin-in-Training Origin
Paladin (Oath of the Ancients) 12 Class & Level
Lawful Good Alignment
Gwaina Deity
Watch Wall Faction
Watch-Captain Rank/Position
15 Loyalty
The Cordially Invited Company

Strength 18
+4
Dexterity 10
+0
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 22
+6
Total Hit Dice
Hit Die
1d+3
+4 proficiency bonus
+10 Strength
+6 Dexterity
+9 Constitution
+6 Intelligence
+10 Wisdom
+16 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+8 Athletics
+6 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+4 Martial
+0 Medicine
+4 Nature
+0 Perception
+6 Performance
+10 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
21
Armor Class
127
Hit Points
+0
Initiative
30ft
Speed
Segrada, the Sword of Renewed Horizons (+2 Bastard Sword) 1d20+10 1d10+6 Slashing
Attacks
Lip Service - Gwaina: Nature
---
Orde Origin: Religion
---
Paladin-in-Training: Martial
---
Watch Wall: Mason's tools, Potter's tools
---
World Wanderers (Formerly): Ranger Stones, cartographer's tools
---
Inquisition (Formerly): Disguise Kit, Poisoner's Kit
---
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
---
Weapons: Simple Weapons, Martial Weapons
---
Paladin: Persuasion, Athletics
---
Exotic Training: Krazaxian Waraxe
---
Academy Training: Calligrapher's Supplies
---
Academy Refund Days Remaining: 10
Proficiences
1ST LEVEL (4/4): Ensnaring Strike, Speak with Animals, Misty Step, Moonbeam, Bless, Dispel Magic

2ND LEVEL (3/3): Summon Steed, Lesser Restoration

3RD LEVEL (3/3): Plant Growth, Protection from Energy, Aura of Vitality, Remove Curse, Revivify, Create Food and Water

Spellcasting
(Money)
42119 GP / 69 SP / 200 CP

(Supplies)
Explorer's Pack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 feet of Hempen rope, Satchel

(Cloths / Weapons / Armor)
Traveler's Cloths, Fine Cloths, Holy Symbol (Amulet), Plate Armor, Shield, Silver Maul, Silver Longsword, Dagger, Javelins x22, Thorn Javelins x4, Halberd, Tabard, Net, Splint (Mount), Splint (Pet), Masterwork Bandolier x2

(Magic Items)
Fadesteel War Horn, Segrada, the Sword of Renewed Horizons, Primal Vine Slayer, Magister's Cloak

(Consumables)
Healing Potion x8, Greater Healing Potion x10, Potions of Necrotic Resistance x2, Holy Water x23, Healer's Kit, Lesser Restoration Scrolls x4, Heroism Scrolls x2, Scroll of Cure Wounds x5, Scrolls of Protection from Good and Evil x4, Wrathful Smite Scrolls x5, Searing Smite Scrolls x2, Bless Scrolls x6, Protection from Poison Scrolls x4, Detect Poison and Disease Scrolls x2, Bottled Breath (Potion), Scrolls of Misty Step x2, Potion of Invisibility, Antitoxin x16, Potion of Invulnerability x3, Tier 2 Food Tokens x1, Vial of Poison, Truth Serum x1, Smokestick x2, Oil of Slipperiness x8, Superior Healing Potions x7, Potion of Climbing x2, Potion of Cold Resist, Potion of Thunder Resist, 1 diamond worth 5k gp, Mithral Krazaxian Waraxe, 900 gp in diamond dust, fire breath potion, Summon Steed Scroll x2, Remove Curse Scroll x2, Dispel Magic Scroll x2, Revivify Scroll x1, Speak with Animals Scrolls x2, Calligrapher's Supplies x1, Scroll of Protection from Evil and Good x2, Water Breathing Potion x12, Animal Friendship Potion x4, Scrolls of Crusaders Mantle x4

(Watch Wall Consumables for Endgame)
Tier 4 Food Tokens x6
8x Potion of Speed
8x Potent Oil of Sharpness
12x Potion of Supreme Healing
24x Potion of Invulnerability
16x Potion of Invulnerability
20x Potion of Superior Healing
8x Oil of Slipperiness
2x Potion of Invulnerability
2x Oil of Slipperiness
Potion of Speed x4
Potion of Invulnerability x4
Potion of Supreme Healing x4
Potent Oil of Sharpness x4
Potion of Heroism x4
Oil of Slipperiness x2

(Miscellaneous)
Notebook, Ink (1 ounce bottle), Ink Pen, Bullseye Lantern, Wooden Carving, Pole of Collapsing,Carved Wolf-Head Whistle, Starry Night Map/Scroll Case, Holy Symbol of the Seven, Crafting Tokens x40, Warewolf Plushie, Hourglass, Stone of Virtue: Compassion x1, Wrencrest Banner, Masterwork Bandoleers x2, Honorary Medallion (Watch Wall), 90 Tokens

(Tools)
Calligrapher's Supplies, Potter's tools, Mason's tools, +1 Cook's Utensils

(Pets)
Kain (Hellhound)
Shadowhound

(Magic Item Descriptions)
Segrada, the Sword of Renewed Horizons (Attuned)
(+2 Enchantment | Bastard Sword)

Holy Covenant - One must prove themselves worthy in the eyes of Glory at all times to wield this weapon, they do not have to worship Glory, but it is encouraged. As the character whom wields this weapon gains levels, this weapon may increase in strength.

Restricted Attunement - The wielder may not be attuned to any other weapon while attuned to this weapon. Once the wielder becomes unattuned to this weapon for any reason, they must wait at least 1 month before they can be reattuned. An atonement may also be required. (Crafting DM's decision).

Segrada has the following special abilities:
(This weapon constantly sheds light, to the radius and intensity of the daylight spell.)

+2d6 Radiant Damage

=Conviction= Conviction is a special resource the wielder of this weapon may gain. Conviction is used not only to fuel certain special abilities, but also to restore temporary hp to the wielder at the start of each turn. Conviction is gained in the following ways and no more than 1 conviction may be earned per round. Conviction fades after combat is concluded.
  • Whenever you are critically hit and you are not healed by the start of your next turn, gain 1 Conviction.
  • Whenever an enemy attacks an ally while you are within it's melee reach, gain 1 Conviction
  • Whenever an enemy leaves your threatened area, gain 1 Conviction.
  • At the beginning of each of your turns, gain 2 temporary hit points per Conviction. This does not stack with any other form of THP.

    Heaven's Gate
    You may spend 3 conviction to heal yourself and up to two allies within 15ft [6d8] Hitpoints. This is an action to activate.

    Heaven's Wrath
    You may spend 1 conviction when you make an attack, if you do, until the start of your next turn you gain 10ft of reach making your total 15ft. This includes for the attack in which it was activated.
    ---
    Magister's Cloak (Attuned)
    (2,300gp) - Wondrous - Rare - Attunement - Worthy 1
    (This purple and gold cloak, adorns the wearer in the finery of Orde)
  • You gain a +1 bonus to all saving throws.
  • You gain advantage on Charisma (Persuasion) ability checks.
  • Whenever you use the Divine Smite ability, you deal an extra 1d8 radiant damage on the attack.
  • ---
    The Lurking Vineslayer
    Wonderous Item - Major Rare 2900 Gold Restricted Attunement (Follower of the Green Pantheon), Worthy 2

    Upon analysis of the Primal Vineslayer by the Heart of the Tree, the Vineslayer was deemed too malnourished and imperfect for a champion of the Green. Instead, the Heart of the Tree has seen fit to use the template of the Vineslayer to create a bracer containing a hidden blade made of thorns to lash out at enemies that would dare turn their attention away in combat.
  • The attuned deals an extra 1d4 bleed damage on weapon attacks, as the Lurking Vineslayer strikes the same target simultaneously.
  • Whenever an enemy would provoke an Opportunity Attack, or whenever an enemy within 5 feet would attack another creature, the attuned can spend a reaction to immediately deliver a crippling riposte as a melee weapon attack using a thorn spear (1d6 damage dice). Creatures damaged by this reaction cannot recover hitpoints until the start of their next turn, as per the Chill Touch spell. This is a spell-like effect and can be dispelled.
  • ---
    Fadesteel War Horn
    This horn takes up a hand to be used and may also serve as a bardic instrument. You may blow this horn at the begining of combat or if you percieve a hidden enemy. If it is blown, the percieved hidden enemy is exposed to all allies within 120ft and that creature has disadvantage on initiative checks. If you blow this horn and combat begins, you and all of your allies, gain a +5 to damage on thier first weapon or spell damage roll. This does not stack with other war horns.
    ---
    Judicator
    Plate Mail - Major Uncommon (900GP)
    (Plate Mail reinforced with the spines of a Manticore and the Spikes of the Night Stalker.)
    When a creature hits you with a natural bite, claw, or unarmed strike attack, they take 1 piercing damage.
    ---
    Noble Pennon
    Wondrous (Flag) – Major Rare (2,300gp) - Attunement: Paladin

    A radiant lion rampant stands affixed in a growling salute to the worthy champion that bears this finely woven red-silk and gold brocade streamer.

    While bearing this flag which can be attached to a polearm, flown as a standard on saddleback, or any affixed object you gain the following abilities and features:

    Knightly Code. When you attune to this banner, you must accept in your heart and soul an oath greater than you have already; your tenants are enhanced with the following:
    Death Before Dishonor. Vile tactics and schemes are beneath you, to act in a villainous way would bring dishonor and would shame your code.
    Perseverance. To walk the path of the knight is to know hardship, but to persevere is to show courage and duty above all else.
    Honor Bound. To never refuse a challenge from an equal.
    Propriety. To act in a manner befitting your station, and refrain from the wanton giving of offence.

    Your Charisma score increases by 2, to a maximum equal to your ability score cap.

    Aura of Majesty. Whenever you would use your Divine Smite class feature, you deal an additional 2 points of radiant damage per Divine Smite die rolled.

    Nobility. This pennon has 3 charges. As a reaction to an ally you can see within 30 feet of you making a saving throw, you can activate the pennon by expending 1 charge to grant that ally a +1 bonus to that saving throw, by expending 2 charges to grant that ally a d4 bonus to that saving throw, or by expending 3 charges to grant that ally a d4+2 bonus to that saving throw. The pennon regains all expended charges after finishing a long rest.

    [Base Material, Enchantment, Enhancement, Adornment]
    ---
    Zealotry

    +2 Full Plate - Legendary (11000 GP) - Worthy 4, Attunement

    A majestic full plate armor decorated in the regalia of the White Pantheon which once belonged to a paladin who resisted all attempts at corruption, and was unwavering in both the stalwart defense of their comrades and their unrelenting persecution of evil.

    To attune to this armor, you must be a good-aligned character or a clergy of the White Pantheon (The Seven do not count for this).

    Deathless:
    Whenever you would first be reduced to 0 HP in a day, you are instead reduced to 1 HP. Furthermore, when this effect happens, you can spend a reaction to expend a spell slot to restore their hitpoints. For each spell level of the spell slot that is expended, you heal for 2d8 Hitpoints (Maximum 10d8). You gain an additional amount of Zeal equal to the spell level expended when this ability is triggered. This ability is refreshed upon completing a long rest.

    Reformation of Faith:
    Whenever you would expend a spell slot, you gain a point of Zeal in True Combat. All points of Zeal fade upon the end of True Combat.
    At the start of your turn, you can pick one of three forms to embody your zealotry by expending Zeal. Each form lasts until the end of your next turn. These forms grant powerful abilities to you. The same form cannot be selected two rounds in a row. If you are rendered unconscious, these effects are suppressed until you regain consciousness.

    None Shall Fall: You expend 1 Zeal to enhance your ability to protect your comrades. Until the start of your next turn, all paladin aura effects possessed by you have their effects ranges doubled. Furthermore, if someone within your Aura of Protection would fail a saving throw, you may use a reaction to expend Zeal in order to grant them an additional +1d4 for each point of Zeal spent, a maximum of 6d4, to that saving throw.

    All Heretics Shall Perish: By expending 1 Zeal, deal an additional radiant damage that bypasses Radiant Damage and resistance. If you would make use of the Divine Smite class feature on a critical hit, you may expend up to 5 Zeal to deal additional radiant damage that bypasses Radiant Damage Resistance or Immunity. For each point of Zeal expended in this, up to a maximum of 5, you deal an additional 2d6 Radiant Damage. This additional radiant damage is NOT multiplied on a crit.

    The Burdens of Others: By expending 1 Zeal, you gain the ability to take upon them the suffering of others while in True Combat. Whenever an allied creature that you can see is afflicted by an ongoing effect, you can choose, as a reaction, to take on that ongoing effect in their stead. You must not already have the same condition. This functions by cleansing the ally of the relevant affliction, and re-inflicting the affliction with its current duration upon you. All demerits from cleansing the affliction still take place. While using this ability you may choose to expend 3 Zeal. If you expend Zeal in this way, if the affliction was inflicted by failing a saving throw, you may attempt to make the original saving throw with advantage. If you succeed on this save, the affliction is removed from you.

    Servants of the Enemy and extraordinarily powerful creatures may bypass or prevent this effect.

    Once True Combat has ended, if the affliction persists, it is returned to the originally afflicted target.
    Equipment
    Watch Wall
    Faction
    Mad Man
    Stat Array
    --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 × 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 (Defense)
    +1 AC
    ---
    (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, to a maximum of 6d8.
    ---
    (Divine Health)
    By 3rd level, the divine magic flowing through you makes you immune to disease.
    ---
    (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.
    ---
    (Channel Divinity)
    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    (Nature’s Wrath) You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet o f you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

    (Turn the Faithless) You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet o f you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.
    ---
    (Aura of Warding)
    Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. 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.

  • Traits --
  • (Madman)
    15 (Str) / 15 (Con) / 14 (Cha) / 11 (Int) / 11 (Wis) / 10 (Dex)
    ---
    (Orde)
    +1 to Charisma
    ---
    (Paladin-in-Training)
    Whenever you deal damage to an evil creature, you deal 1 additional radiant damage.
    ---
    (Church Boon)
    +1 Constitution
    ---
    (Watch Wall)
    Attribute Cap Increase (Dexterity +2; This boosts the maximum of an ability score but not the score itself.)
    ---
    World Wanderers (Formerly)
    Attribute Cap Increase (Constitution +2; This boosts the maximum of an ability score but not the score itself.)
    ---
    Inquisition (Formerly)
    Attribute Cap Increase (Charisma +2; This boosts the maximum of an ability score but not the score itself.)
    ---
    (Chapter Master)
    +5 HP
    ---
    (Loyalty)
    +5 HP
    A salary increase of 150 gold from downtime day jobs
    ---
    (Dragonborn)
    Your Strength score increases by 2, and your Charisma score increases by 1.
    ---
    Draconic Ancestry (Bronze)
    (You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.)
    Lightning Resistance
    ---
    (Breath Weapon)
    5 by 30 ft. line (Dex. save)
    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.

  • Feats / Titles --
  • (HEAVY ARMOR MASTER)
    You can use your armor to deflect strikes that would kill others. You gain the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
  • ---
    (INSPIRING LEADER)
    You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
    ---
    (FEARLESS)
    Immune to all fear effects (that includes damage). If you gain this from another source, you become immune to faith checks by Wode.
    ---
    (Scarred)
    You gain +5 hit points.
    ---
    (Veteran)
    Moderate Success on Martial Checks
    ---
    (Crusader)
    While this title is active, you gain the ability to strike out divine justice against those of wicked heart. Whenever you enter combat, you can activate this ability as a free action; the first attack in this combat made against an evil aberration, fey, outsider, or undead is an automatic critical hit. This ability can be used once per long rest.
    ---
    Flashing Light

    Whenever this character would roll initiative, all allies, including themselves, gain 10+5 if they possess the inspiring leader feat. THP. (follows normal rules)
    ---
    Twilight Smite

    Your smites now deal both radiant and necrotic damage, whichever is more advantageous.

    Smite die have been increased to d10s.
    Class/Racial Features & Traits

    Thales

    Dragonborn Race
    Orde/Paladin-in-Training Origin
    Paladin (Oath of the Ancients) 12 Class & Level
    Lawful Good Alignment
    Gwaina Deity
    Watch Wall Faction
    Watch-Captain Rank/Position
    15 Loyalty
    The Cordially Invited Company

    Strength 18
    +4
    Dexterity 10
    +0
    constitution 16
    +3
    intelligence 10
    +0
    wisdom 11
    +0
    charisma 22
    +6
    Total Hit Dice
    Hit Die
    1d+3
    +4 proficiency bonus
    +10 Strength
    +6 Dexterity
    +9 Constitution
    +6 Intelligence
    +10 Wisdom
    +16 Charisma
    saving throws
    +0 Acrobatics
    +0 Animal Handling
    +0 Arcana
    +8 Athletics
    +6 Deception
    +0 History
    +0 Insight
    +6 Intimidation
    +0 Investigation
    +4 Martial
    +0 Medicine
    +4 Nature
    +0 Perception
    +6 Performance
    +10 Persuasion
    +4 Religion
    +0 Sleight of Hands
    +0 Stealth
    +0 Survival
    skills

     
    66
    MV
    4
    Prestige
    3
    Attunement Slots
    21
    Armor Class
    127
    Hit Points
    +0
    Initiative
    30ft
    Speed
    Segrada, the Sword of Renewed Horizons (+2 Bastard Sword) 1d20+10 1d10+6 Slashing
    Attacks
    Lip Service - Gwaina: Nature
    ---
    Orde Origin: Religion
    ---
    Paladin-in-Training: Martial
    ---
    Watch Wall: Mason's tools, Potter's tools
    ---
    World Wanderers (Formerly): Ranger Stones, cartographer's tools
    ---
    Inquisition (Formerly): Disguise Kit, Poisoner's Kit
    ---
    Armor: Light Armor, Medium Armor, Heavy Armor, Shields
    ---
    Weapons: Simple Weapons, Martial Weapons
    ---
    Paladin: Persuasion, Athletics
    ---
    Exotic Training: Krazaxian Waraxe
    ---
    Academy Training: Calligrapher's Supplies
    ---
    Academy Refund Days Remaining: 10
    Proficiences
    1ST LEVEL (4/4): Ensnaring Strike, Speak with Animals, Misty Step, Moonbeam, Bless, Dispel Magic

    2ND LEVEL (3/3): Summon Steed, Lesser Restoration

    3RD LEVEL (3/3): Plant Growth, Protection from Energy, Aura of Vitality, Remove Curse, Revivify, Create Food and Water

    Spellcasting
    (Money)
    42119 GP / 69 SP / 200 CP

    (Supplies)
    Explorer's Pack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 feet of Hempen rope, Satchel

    (Cloths / Weapons / Armor)
    Traveler's Cloths, Fine Cloths, Holy Symbol (Amulet), Plate Armor, Shield, Silver Maul, Silver Longsword, Dagger, Javelins x22, Thorn Javelins x4, Halberd, Tabard, Net, Splint (Mount), Splint (Pet), Masterwork Bandolier x2

    (Magic Items)
    Fadesteel War Horn, Segrada, the Sword of Renewed Horizons, Primal Vine Slayer, Magister's Cloak

    (Consumables)
    Healing Potion x8, Greater Healing Potion x10, Potions of Necrotic Resistance x2, Holy Water x23, Healer's Kit, Lesser Restoration Scrolls x4, Heroism Scrolls x2, Scroll of Cure Wounds x5, Scrolls of Protection from Good and Evil x4, Wrathful Smite Scrolls x5, Searing Smite Scrolls x2, Bless Scrolls x6, Protection from Poison Scrolls x4, Detect Poison and Disease Scrolls x2, Bottled Breath (Potion), Scrolls of Misty Step x2, Potion of Invisibility, Antitoxin x16, Potion of Invulnerability x3, Tier 2 Food Tokens x1, Vial of Poison, Truth Serum x1, Smokestick x2, Oil of Slipperiness x8, Superior Healing Potions x7, Potion of Climbing x2, Potion of Cold Resist, Potion of Thunder Resist, 1 diamond worth 5k gp, Mithral Krazaxian Waraxe, 900 gp in diamond dust, fire breath potion, Summon Steed Scroll x2, Remove Curse Scroll x2, Dispel Magic Scroll x2, Revivify Scroll x1, Speak with Animals Scrolls x2, Calligrapher's Supplies x1, Scroll of Protection from Evil and Good x2, Water Breathing Potion x12, Animal Friendship Potion x4, Scrolls of Crusaders Mantle x4

    (Watch Wall Consumables for Endgame)
    Tier 4 Food Tokens x6
    8x Potion of Speed
    8x Potent Oil of Sharpness
    12x Potion of Supreme Healing
    24x Potion of Invulnerability
    16x Potion of Invulnerability
    20x Potion of Superior Healing
    8x Oil of Slipperiness
    2x Potion of Invulnerability
    2x Oil of Slipperiness
    Potion of Speed x4
    Potion of Invulnerability x4
    Potion of Supreme Healing x4
    Potent Oil of Sharpness x4
    Potion of Heroism x4
    Oil of Slipperiness x2

    (Miscellaneous)
    Notebook, Ink (1 ounce bottle), Ink Pen, Bullseye Lantern, Wooden Carving, Pole of Collapsing,Carved Wolf-Head Whistle, Starry Night Map/Scroll Case, Holy Symbol of the Seven, Crafting Tokens x40, Warewolf Plushie, Hourglass, Stone of Virtue: Compassion x1, Wrencrest Banner, Masterwork Bandoleers x2, Honorary Medallion (Watch Wall), 90 Tokens

    (Tools)
    Calligrapher's Supplies, Potter's tools, Mason's tools, +1 Cook's Utensils

    (Pets)
    Kain (Hellhound)
    Shadowhound

    (Magic Item Descriptions)
    Segrada, the Sword of Renewed Horizons (Attuned)
    (+2 Enchantment | Bastard Sword)

    Holy Covenant - One must prove themselves worthy in the eyes of Glory at all times to wield this weapon, they do not have to worship Glory, but it is encouraged. As the character whom wields this weapon gains levels, this weapon may increase in strength.

    Restricted Attunement - The wielder may not be attuned to any other weapon while attuned to this weapon. Once the wielder becomes unattuned to this weapon for any reason, they must wait at least 1 month before they can be reattuned. An atonement may also be required. (Crafting DM's decision).

    Segrada has the following special abilities:
    (This weapon constantly sheds light, to the radius and intensity of the daylight spell.)

    +2d6 Radiant Damage

    =Conviction= Conviction is a special resource the wielder of this weapon may gain. Conviction is used not only to fuel certain special abilities, but also to restore temporary hp to the wielder at the start of each turn. Conviction is gained in the following ways and no more than 1 conviction may be earned per round. Conviction fades after combat is concluded.
  • Whenever you are critically hit and you are not healed by the start of your next turn, gain 1 Conviction.
  • Whenever an enemy attacks an ally while you are within it's melee reach, gain 1 Conviction
  • Whenever an enemy leaves your threatened area, gain 1 Conviction.
  • At the beginning of each of your turns, gain 2 temporary hit points per Conviction. This does not stack with any other form of THP.

    Heaven's Gate
    You may spend 3 conviction to heal yourself and up to two allies within 15ft [6d8] Hitpoints. This is an action to activate.

    Heaven's Wrath
    You may spend 1 conviction when you make an attack, if you do, until the start of your next turn you gain 10ft of reach making your total 15ft. This includes for the attack in which it was activated.
    ---
    Magister's Cloak (Attuned)
    (2,300gp) - Wondrous - Rare - Attunement - Worthy 1
    (This purple and gold cloak, adorns the wearer in the finery of Orde)
  • You gain a +1 bonus to all saving throws.
  • You gain advantage on Charisma (Persuasion) ability checks.
  • Whenever you use the Divine Smite ability, you deal an extra 1d8 radiant damage on the attack.
  • ---
    The Lurking Vineslayer
    Wonderous Item - Major Rare 2900 Gold Restricted Attunement (Follower of the Green Pantheon), Worthy 2

    Upon analysis of the Primal Vineslayer by the Heart of the Tree, the Vineslayer was deemed too malnourished and imperfect for a champion of the Green. Instead, the Heart of the Tree has seen fit to use the template of the Vineslayer to create a bracer containing a hidden blade made of thorns to lash out at enemies that would dare turn their attention away in combat.
  • The attuned deals an extra 1d4 bleed damage on weapon attacks, as the Lurking Vineslayer strikes the same target simultaneously.
  • Whenever an enemy would provoke an Opportunity Attack, or whenever an enemy within 5 feet would attack another creature, the attuned can spend a reaction to immediately deliver a crippling riposte as a melee weapon attack using a thorn spear (1d6 damage dice). Creatures damaged by this reaction cannot recover hitpoints until the start of their next turn, as per the Chill Touch spell. This is a spell-like effect and can be dispelled.
  • ---
    Fadesteel War Horn
    This horn takes up a hand to be used and may also serve as a bardic instrument. You may blow this horn at the begining of combat or if you percieve a hidden enemy. If it is blown, the percieved hidden enemy is exposed to all allies within 120ft and that creature has disadvantage on initiative checks. If you blow this horn and combat begins, you and all of your allies, gain a +5 to damage on thier first weapon or spell damage roll. This does not stack with other war horns.
    ---
    Judicator
    Plate Mail - Major Uncommon (900GP)
    (Plate Mail reinforced with the spines of a Manticore and the Spikes of the Night Stalker.)
    When a creature hits you with a natural bite, claw, or unarmed strike attack, they take 1 piercing damage.
    ---
    Noble Pennon
    Wondrous (Flag) – Major Rare (2,300gp) - Attunement: Paladin

    A radiant lion rampant stands affixed in a growling salute to the worthy champion that bears this finely woven red-silk and gold brocade streamer.

    While bearing this flag which can be attached to a polearm, flown as a standard on saddleback, or any affixed object you gain the following abilities and features:

    Knightly Code. When you attune to this banner, you must accept in your heart and soul an oath greater than you have already; your tenants are enhanced with the following:
    Death Before Dishonor. Vile tactics and schemes are beneath you, to act in a villainous way would bring dishonor and would shame your code.
    Perseverance. To walk the path of the knight is to know hardship, but to persevere is to show courage and duty above all else.
    Honor Bound. To never refuse a challenge from an equal.
    Propriety. To act in a manner befitting your station, and refrain from the wanton giving of offence.

    Your Charisma score increases by 2, to a maximum equal to your ability score cap.

    Aura of Majesty. Whenever you would use your Divine Smite class feature, you deal an additional 2 points of radiant damage per Divine Smite die rolled.

    Nobility. This pennon has 3 charges. As a reaction to an ally you can see within 30 feet of you making a saving throw, you can activate the pennon by expending 1 charge to grant that ally a +1 bonus to that saving throw, by expending 2 charges to grant that ally a d4 bonus to that saving throw, or by expending 3 charges to grant that ally a d4+2 bonus to that saving throw. The pennon regains all expended charges after finishing a long rest.

    [Base Material, Enchantment, Enhancement, Adornment]
    ---
    Zealotry

    +2 Full Plate - Legendary (11000 GP) - Worthy 4, Attunement

    A majestic full plate armor decorated in the regalia of the White Pantheon which once belonged to a paladin who resisted all attempts at corruption, and was unwavering in both the stalwart defense of their comrades and their unrelenting persecution of evil.

    To attune to this armor, you must be a good-aligned character or a clergy of the White Pantheon (The Seven do not count for this).

    Deathless:
    Whenever you would first be reduced to 0 HP in a day, you are instead reduced to 1 HP. Furthermore, when this effect happens, you can spend a reaction to expend a spell slot to restore their hitpoints. For each spell level of the spell slot that is expended, you heal for 2d8 Hitpoints (Maximum 10d8). You gain an additional amount of Zeal equal to the spell level expended when this ability is triggered. This ability is refreshed upon completing a long rest.

    Reformation of Faith:
    Whenever you would expend a spell slot, you gain a point of Zeal in True Combat. All points of Zeal fade upon the end of True Combat.
    At the start of your turn, you can pick one of three forms to embody your zealotry by expending Zeal. Each form lasts until the end of your next turn. These forms grant powerful abilities to you. The same form cannot be selected two rounds in a row. If you are rendered unconscious, these effects are suppressed until you regain consciousness.

    None Shall Fall: You expend 1 Zeal to enhance your ability to protect your comrades. Until the start of your next turn, all paladin aura effects possessed by you have their effects ranges doubled. Furthermore, if someone within your Aura of Protection would fail a saving throw, you may use a reaction to expend Zeal in order to grant them an additional +1d4 for each point of Zeal spent, a maximum of 6d4, to that saving throw.

    All Heretics Shall Perish: By expending 1 Zeal, deal an additional radiant damage that bypasses Radiant Damage and resistance. If you would make use of the Divine Smite class feature on a critical hit, you may expend up to 5 Zeal to deal additional radiant damage that bypasses Radiant Damage Resistance or Immunity. For each point of Zeal expended in this, up to a maximum of 5, you deal an additional 2d6 Radiant Damage. This additional radiant damage is NOT multiplied on a crit.

    The Burdens of Others: By expending 1 Zeal, you gain the ability to take upon them the suffering of others while in True Combat. Whenever an allied creature that you can see is afflicted by an ongoing effect, you can choose, as a reaction, to take on that ongoing effect in their stead. You must not already have the same condition. This functions by cleansing the ally of the relevant affliction, and re-inflicting the affliction with its current duration upon you. All demerits from cleansing the affliction still take place. While using this ability you may choose to expend 3 Zeal. If you expend Zeal in this way, if the affliction was inflicted by failing a saving throw, you may attempt to make the original saving throw with advantage. If you succeed on this save, the affliction is removed from you.

    Servants of the Enemy and extraordinarily powerful creatures may bypass or prevent this effect.

    Once True Combat has ended, if the affliction persists, it is returned to the originally afflicted target.
    Equipment
    Watch Wall
    Faction
    Mad Man
    Stat Array
    --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 × 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 (Defense)
    +1 AC
    ---
    (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, to a maximum of 6d8.
    ---
    (Divine Health)
    By 3rd level, the divine magic flowing through you makes you immune to disease.
    ---
    (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.
    ---
    (Channel Divinity)
    When you take this oath at 3rd level, you gain the following two Channel Divinity options.

    (Nature’s Wrath) You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet o f you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

    (Turn the Faithless) You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet o f you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.
    ---
    (Aura of Warding)
    Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. 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.

  • Traits --
  • (Madman)
    15 (Str) / 15 (Con) / 14 (Cha) / 11 (Int) / 11 (Wis) / 10 (Dex)
    ---
    (Orde)
    +1 to Charisma
    ---
    (Paladin-in-Training)
    Whenever you deal damage to an evil creature, you deal 1 additional radiant damage.
    ---
    (Church Boon)
    +1 Constitution
    ---
    (Watch Wall)
    Attribute Cap Increase (Dexterity +2; This boosts the maximum of an ability score but not the score itself.)
    ---
    World Wanderers (Formerly)
    Attribute Cap Increase (Constitution +2; This boosts the maximum of an ability score but not the score itself.)
    ---
    Inquisition (Formerly)
    Attribute Cap Increase (Charisma +2; This boosts the maximum of an ability score but not the score itself.)
    ---
    (Chapter Master)
    +5 HP
    ---
    (Loyalty)
    +5 HP
    A salary increase of 150 gold from downtime day jobs
    ---
    (Dragonborn)
    Your Strength score increases by 2, and your Charisma score increases by 1.
    ---
    Draconic Ancestry (Bronze)
    (You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.)
    Lightning Resistance
    ---
    (Breath Weapon)
    5 by 30 ft. line (Dex. save)
    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.

  • Feats / Titles --
  • (HEAVY ARMOR MASTER)
    You can use your armor to deflect strikes that would kill others. You gain the following benefits:
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
  • ---
    (INSPIRING LEADER)
    You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
    ---
    (FEARLESS)
    Immune to all fear effects (that includes damage). If you gain this from another source, you become immune to faith checks by Wode.
    ---
    (Scarred)
    You gain +5 hit points.
    ---
    (Veteran)
    Moderate Success on Martial Checks
    ---
    (Crusader)
    While this title is active, you gain the ability to strike out divine justice against those of wicked heart. Whenever you enter combat, you can activate this ability as a free action; the first attack in this combat made against an evil aberration, fey, outsider, or undead is an automatic critical hit. This ability can be used once per long rest.
    ---
    Flashing Light

    Whenever this character would roll initiative, all allies, including themselves, gain 10+5 if they possess the inspiring leader feat. THP. (follows normal rules)
    ---
    Twilight Smite

    Your smites now deal both radiant and necrotic damage, whichever is more advantageous.

    Smite die have been increased to d10s.
    Class/Racial Features & Traits