Theon Forvalvon

Children

Theon Forvalvon

Variant Human Race
Daborak/Soldier-in-training Origin
Paladin 2 Class & Level
Lawful Good Alignment
Runethares Deity
The Inquisition Faction
Member Rank/Position
1 Loyalty
Company

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

 
1
MV
0
Prestige
1
Attunement Slots
18
Armor Class
20
Hit Points
+0
Initiative
30
Speed
Longsword 1d20+5 1d8+6
Javelin 1d20+5 1d6+3
Divine Smite 2d6
Attacks
Weapon Proficiency:
Simple Weapons, Martial Weapons

Armor Proficiency:
Light Armor, Medium Armor, Heavy Armor, Shields

Tool Proficiency:
Disguise Kit, Poisoner's Kit

Skill Proficiency:
Athletics(Origin), Arcana(Deity), Insight(Race), Intimidation(Origin), Persuasion(Class), Religion(Class)

Saving Throws:
Charisma(Class), Wisdom(Class)

Languages:Common and Dwarvish
Proficiences
2 Level 1 Spellslots

Number of Paladin Spells Available - 4
3 (CHA) + 1 (0.5xPaladin Level), total rounded down


DC 13 for Spells and Channel Divinity
8 + 2 (Prof) + 3 (CHA)


Spell Attack Modifier - 5
2 (Prof) + 3 (CHA) = 5

Spellcasting
Carrying Weight: 148.68 / 240

Equipped
Chain Mail (AC 16) - 55 lbs
Longsword - 3 lbs
Shield (AC 2) - 6 lbs
5x Javelins - 10 lbs

Explorer's Pack
Backpack - 5 lbs
Bedroll - 7 lbs
Mess Kit - 1 lb
Tinderbox - 1 lb
10x Torches - 10 lbs
10x Rations - 20 lbs
50 feet of Hempen Rope - 10 lbs

Inquisition's Starting Equipment
Healer's Kit - 3 lbs, 10/10 uses (As an action, you may expend one use to stabilize a creature with 0 hit points without a Medicine check)
Disguise Kit - 3 lbs
Poisoner's Kit - 2 lbs
Set of Fine Clothes - 6 lbs
3x Potions of Healing - 1.5 lbs (Heal 2d4 + 2 Hit points, consumes an action)
1x Antitoxin
2x Empty vials
259 Gold Pieces - 5.18
3 Crafting Tokens
Equipment
The Inquisition
Faction
Mad Man
Stat Array
Soldier-in-training Bonus Damage
You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them. (Longsword elected)


Dueling Fighting Style
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon


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.


Sentinel (Racial Feat)

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

 


Useful Numbers
Stat Array: Mad Man 15 / 15 / 14 / 11 / 11 / 10
15 + 1 (Daborak) STR / 10 DEX / 14 CON / 11+1 (Deity) INT / 11+1 (Racial) WIS / 15+1 (Racial) CHA

Level Ups
Hit Points after 1st Level - 6 + 2(CON)


Long Rests

Restore all expended uses of Divine Sense
Replenish healing power pool for Lay on Hands
Regain all expended Spell Slots
Allows changing of prepared list of spells after finishing (1 minute prep required per Spell Level for each in list)


Specialize Against the Foe Agenda - Effective 9/9 for next mission/session

Members gain an additional +3 to damage against Humanoids. This effect lasts for the duration of any mission that starts or has a session within 3 update stream time progressions.

Class/Racial Features & Traits