D&D 5E Harmony Guffey Halfling Paladin

Karma Dragon

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HARMONY GUFFEY
LG Halfling Paladin of Bahamut 12
Sacred Oath of the Dragon
Hit Points 101 (12d10+24)
Initiative +3
Speed 30 ft.
Armor Class 21 (+5 armor, +3 Dex, +2 shield, +1 cloak)
Attack +8 melee (1d8+6+1d8 radiant, runeblade)
Abilities Str 12, Dex 16, Con 14, Int 10, Wis 11, Cha 20
Saving Throws Str +7, Dex +9, Con +8, Int +6, Wis +10, Cha +15
Special Abilities Aura of Courage, Aura of Protection, Channel Divinity, Divine Health, Divine Sense, Divine Smite, Dueling Fighting Style, Improved Divine Smite, Lay on Hands, Luck, Nimbleness, Poison Resilience, Sacred Oath of the Dragon (see below), Spellcasting
Background Variant Entertainer: Poet (calligraphy, mandolin)
Skills Acrobatics +7, Athletics +5, Performance +9, Persuasion +9
Languages Common, Draconic, Halfling
Feats Medium Armor Master, Sentinel

Harmony Guffey is a handsome three foot tall halfling with hazel eyes, tanned skin and tousled black hair. His facial expression is almost always warm, inviting and earnest, if not somewhat melancholy at times.

He wears a cloak of the deepest blue, the mesh shoulders and edging trimmed in silver, its hood often pulled over Harmony’s head while adventuring, leaving his face in shadow. The cloak is clasped with a holy symbol of the platinum dragon. Harmony’s dark meteoric plate armor glistens with a silver sheen. Across his back hang a mandolin, a round silver shield and a magical platinum longsword, the runes of which cast a pale blue glow.

Harmony’s adventuring companion is a celestial gold wyrmling named Bliss, who almost always assumes the form of an indomitable grey, white and black striped chipmunk with golden eyes.

BLISS as a CHIPMUNK
LG Tiny beast (celestial gold wyrmling)
Hit Points 60 (8d8+24)
Speed 30 ft., climb 30 ft.
Armor Class 17
Attack +7 melee (1 piercing damage, bite)
Abilities Str 2, Dex 16, Con 8, Int 14, Wis 11, Cha 16
Saving Throws: Str -4, Dex +7, Con +3, Int +2, Wis +4, Cha +7
Skills Perception +4, Stealth +7
Senses passive perception 14
Languages Common, Draconic
Keen Hearing and Smell Bliss has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting Bliss’s spellcasting ability is Charisma (spell save DC 15). Bliss can innately cast the following spells, requiring no material components, 1/day each: faire fire, feather fall, healing word.
Change Shape Bliss may polymorph into any beast of CR 3 or less and medium size or smaller 1/day.


Equipment Adamantine Half Plate Armor, Boots of Striding and Springing, Cloak of Protection, Heward’s Handy Haversack, Runeblade of Amun-Zhuul (possible quest item, see below), Pearl of Power (Bliss), Collection of Mundane Pearls valued at 500 g (Bliss), Silvered Shortsword, Shield, Sling with Bullets, Holy Symbol, Holy Water, Diamond Dust valued at 1000 g, Mandolin, Calligrapher’s Supplies, Explorer’s Pack, Lamp with Oil, Tent

The Runeblade of Amun-Zhuul
Weapon (longsword), legendary (requires attunement by a creature of lawful good alignment)

Amun-Zhuul was created when the ancient celestial gold dragon Endymion imprisoned the soul of the fallen astral deva Zhuul inside this empyreal platinum blade of exquisite celestial craftsmanship. As repentance for doubting the will of Bahamut, Zhuul is undergoing a thousand year meditation inside the void of the blade.

Amun-Zhuul is a sentient longsword (Alignment LG; Int 17, Wis 20, Cha 20) that has the finesse property. Those proficient with shortswords or longswords are proficient with this weapon. This blade is a leveling weapon, providing a +1 bonus to attack and damage rolls made with this weapon for characters 14th level and below, a +2 bonus to attack and damage rolls for characters from 15th to 19th level, and a +3 bonus to attack and damage rolls for 20th level characters.

Amun-Zhuul communicates through empathy and possibly telepathy to any character that wields it. The wielder immediately knows they are dealing with a sentient blade of holy power, as haunting and terrifying emotions come pouring through the hilt. Amun-Zhuul has no senses of its own. When a cleric or paladin casts Detect Evil and Good or a paladin uses their Divine Sense ability, Amun-Zhuul is able to sense any detected creatures through the telepathic connection the blade provides.

Amun-Zhuul’s special purpose is to destroy the unholy, for which it is constantly hungering. Fiends and undead struck by the weapon receive an additional 1d8 radiant damage for each +1 bonus the blade provides (1d8 to 14th level, 2d8 15th to 19th level, 3d8 20th level). Any fiend or undead that attempt to wield the longsword receive 3d8 radiant damage (no save) per round. Amun-Zhuul acts as a holy symbol and divine spellcasting focus for those clerics or paladins deemed worthy to wield it.

The runes of the blade glow with a pale blue light, emitting dim light in a 20-foot radius. When the weapon is used against the unholy the blade hums with divine energy as the runes emit a bright light in a 20-foot radius and dim light for additional 20 feet.

Beware! Other paladins may covet or even attempt to steal the Runeblade of Amun-Zhuul!



SACRED OATH OF THE DRAGON
Most metallic dragons do not begin interacting with the civilizations of lesser races until they reach adulthood, but a few adepts are granted the privilege of adventuring as wyrmlings. These gifted young dragons are appointed guardians, assigned with guiding, mentoring and protecting them through childhood. These guardians are often Paladins of Bahamut who have taken the Oath of the Dragon. They will sacrifice their very lives in defense of their dragon companions.

Upon taking the oath at 3rd level, the paladin learns to speak Draconic.

TENETS OF THE DRAGON
While mystics of Bahamut are instructed in compassion, peace and atonement with all things, initiates follow a draconic code of honor known as the Ptarian Code, written millennia ago by the gold dragon Ptaris, only a small portion of which is contained below.

Justice above all. Have the courage to act with wise conviction when confronted with evil, tyranny or corruption.
Respect for Righteousness. Conduct yourself with honesty, generosity and compassion at all times and in all matters.
Act with Vigilance. Do not allow the innocent to come to harm due to your actions or inability to act. Protect those entrusted to your care as if their lives are your own.
Correction for the Wicked. Show mercy to your foes when it is wise to do so, but punish those who threaten or harm the virtuous.

OATH OF THE DRAGON SPELLS
Paladin Level Spells
3rd divine favor, sanctuary
5th nystul’s magic aura, warding bond
9th haste, protection from energy
13th death ward, freedom of movement
17th greater restoration, hallow

CHANNEL DIVINITY
At 3rd level, the paladin gains the following two Channel Divinity options.

Draconic Fury. When the paladin hits a creature with a melee weapon attack, the paladin may choose to make that attack a critical hit.

Draconic Visage. As an action, the paladin channels a powerful draconic presence. Each creature of the paladin’s choice within 30 feet must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

DRAGON COMPANION
At 7th level, the paladin gains a celestial metallic wyrmling companion of the paladin’s choice. Through the Find Steed spell, the paladin completes the ritual that summons and bonds them to their dragon companion. The wyrmling’s alignment must be within one step of the paladin’s alignment. The dragon companion is considered an NPC and may be played by the player or dungeon master as the situation dictates.

The dragon companion has all the statistics and abilities of a metallic wyrmling with the following exceptions:

The dragon companion uses the paladin’s proficiency bonus instead of its own.

The dragon companion’s hit point maximum equals its normal maximum or five times the paladin’s level, whichever is higher.

The dragon companion gains the ability to Change Shape 1 time per day and may magically polymorph into any beast that has a challenge rating no higher than its own and a size of medium or smaller that the dragon has seen at least once. In the new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. The dragon companion adds the paladin’s proficiency bonus to the armor class of the new form. The dragon may revert back into its true form without expending a daily use of this action. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). A dragon companion will almost always be found polymorphed into a beast, especially in populated areas, to avoid attracting any unwanted attention. Dragon companions start play knowing one tiny beast form.

The dragon companion speaks Common and Draconic.

The dragon companion does not possess a lair or lair actions.

Dragon companions are innate spellcasters. The dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). If a dragon chooses a cantrip as one or more of its spells, it may cast this spell at will, using the dragon’s challenge rating for spell level. The dragon’s bonus to hit with spell attacks is equal to the paladin’s proficiency bonus + its Charisma modifier. The dragon’s spell save DC equals 8 + the paladin’s proficiency bonus + its Charisma modifier. A dragon companion may not cast spells with somatic components while polymorphed in beast form, but it may cast spells with verbal and material components (which are ignored).

While the dragon is within 1 mile of the paladin, the paladin and dragon can communicate telepathically.

The paladin and their dragon have an instinctive bond that allows them to fight as a seamless unit. They both act independently and simultaneously on the paladin’s initiative roll. If the dragon is within 10 feet of the paladin, any spell the paladin casts that targets only the paladin may also target their dragon companion as well. At 18th level this range extends to 30 feet.

As long as the paladin has a dragon companion, the paladin may not use the Find Steed spell to summon a celestial mount. Instead, if the paladin and their dragon become separated by any distance or even by planes of existence, the Find Steed spell may be cast to summon the dragon companion to the paladin’s location.

The paladin’s dragon companion may not be dismissed. If a paladin’s dragon companion is ever dismissed or killed, the paladin is stripped of their Sacred Oath powers. If the paladin’s alignment changes and is no longer within one step of the dragon, the dragon abandons the paladin, and the paladin is stripped of their Sacred Oath powers. The paladin must seek atonement and choose a different Sacred Oath similar to becoming an Oathbreaker. If the dragon ever dies due to a conscious decision or evil action the paladin takes, the paladin becomes an Oathbreaker. In any case, the paladin may never again take the Oath of the Dragon short of Divine Intervention by Bahamut.

DRACONIC MIGHT
At 15th level, the paladin and his dragon companion, if it is within 10 feet of the paladin, gain additional divine power. Whenever the paladin or dragon hit a creature with a melee attack, the creature takes an extra 1d8 radiant damage. This damage is in addition to the damage from Improved Divine Smite. If the paladin also uses Divine Smite with an attack, the paladin adds this damage to the extra damage of the Divine Smite. At 18th level, the range of this aura increases to 30 feet.

DRAGON MOUNT
At 20th level, the paladin’s dragon companion matures to a Young Dragon, gaining all the associated statistics including Hit Dice, large size, multiattack, skills and hit points.

The dragon companion may now use Change Shape 3 times per day and may magically polymorph into any beast that has a challenge rating no higher than its own and a size of large or smaller.

The dragon companion may select new innate spells based on its new Charisma and challenge rating.
 
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