Marshal Stratus
Cloud Goliath Soldier
Valorous Paladin
Level 2
AC: 16
HP: 20/20
THP: 0/0
Hit Dice: 1d10+2 (2/LR) 2/2
Initiative: 1d20
Inspiration: 1/1
Exhaustion: 0/6
Death Saves: Pass: 0/3
Fail: 0/3
Spell Slots: L1 (2/LR) 1/2
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Ability Checks (Saves)
Strength (16).
1d20+3
Dexterity (10).
1d20-1
Constitution (14).
1d20+2
Intelligence (10).
1d20
Wisdom (12).
1d20+1 (+3)
Charisma (15).
1d20+2 (+4)
Powerful Build. Advantage to escape Grapples.
Skills & Tools
Athletics.
1d20+5
Insight.
1d20+3
Navigator.
1d20+4
Persuasion.
1d20+4
Perception.
1d20+1
Persuasion.
1d20+4
Stealth.
1d20 (w/ Disadvantage from noisy armor)
Languages: Common, Common Sign, Giant.
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Bonus Actions
Cloud’s Jaunt. You teleport up to 30ft to an unoccupied space you can see. (2/LR) 2/2
Divine Smite. Evocation (V) L1 Slot
: When you hit with a Melee Weapon or an Unarmed Strike, you deal an extra 2d8 Radiant. 3d8 if they are a Fiend or Undead. No Slot: (1/LR) 1/1
Divine Favor. Transmutation (VS) L1 Slot: Your Weapons deal an extra 1d4 Radiant for 1 minute.
Lay On Hands. You touch a creature & restore a # of HP to them, up to what’s left in your pool. You can expend
5 from the pool to instead remove the Poisoned condition. (Pool=10/LR) 10/10
Thunderous Smite. Evocation (V) L1 Slot: When you hit with a Melee Weapon or Unarmed Strike, you deal an extra 2d6 Thunder & they must make a dc12 STR Save or be pushed 10ft away & knocked Prone. It is audible for 300ft.
Actions -
Attack; Dash; Dodge; Disengage; Help; Hide; Influence; Magic; Ready; Search; Study; Utilize.
Healer. Utilize: A creature within 5ft of you can spend a HD to regain HP plus an extra 2. Reroll any die that rolls a 1 & use the new roll. (Healer’s Kit uses) 10/10
Grapple/Shove. 5ft Melee Attack: A T-L creature must make a dc13 STR or DEX Save or be Grappled, pushed 5ft, or knocked Prone. You need a free hand to grapple.
Holy Water. 20ft Ranged Attack: A Fiend or Undead you can see must make a dc10 DEX Save or take 2d8 Radiant. Other creatures just get wet. (1 Flask) 1/1
Javelin. 5ft Melee or 30/120ft Ranged Attack: 1d20+5 for 1d6+3 Piercing & their Speed is reduced by 10ft until the start of your next turn. 3/3
Longsword. 5ft Melee Attack: 1d20+5 for 1d8+3 Slashing (1d10+3 if wielded 2-Handed) & they have Disadvantage on their next Attack before the start of your next turn.
Protection from Evil & Good ©. Abjuration (VSM*) L1 Slot: You use a Holy Water & a willing creature you touch is protected against Aberrations, Celestials, Elementals, Fey, Fiends, & Undead for 10 minutes ©. Those creatures have Disadvantage on Attacks against the target & can't possess, Charm or Frighten them. If they're already possessed, Charmed, or Frightened by such a creature, they have Advantage on any new Save against the relevant effect.
Unarmed Strike. 5ft Melee Attack: 1d20+5 for 4 Bludgeoning.
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Movement
Speed: 35ft. With a 10ft start, you can jump 5ft high or 16ft long & reach a ledge 16ft up or 20ft out. Half the distance if you don’t have a 10ft start.
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Equipment
Backpack, Bedroll, Chain Mail, Healer’s Kit, Holy Water (x1), Javelins (x6), Longsword, Navigator’s Tools, Ration Pack, Rope,
Shield w/Skyfather Emblem, Tinderbox, Waterskin.
Lifestyle: 1gp/day (in town)
Purse (gp): 15
Rations: 1/day (while travelling)
Total: 10/10
Carry: 480 lbs;
Drag/Lift: 960 lbs.