Human Paladin 3 (Hermit Background) | Chaotic Good
Faction: Emerald Enclave
STR 16 (+3) | DEX 10 (+0) | CON 13 (+1) | INT 8 (-1) | WIS 12 (+1) | CHA 15 (+2)
Saves, Skills, and Proficiencies
Saves - WIS +3 | CHA +4
Trained Skills: Athletics +5, Insight +3, Medicine +3, Perception +3, Religion +1
Other Proficiencies - Armor: All, Weapons: All Martial and Simple, Languages: Common, Elven, and Sylvan, Tools: Herbalism Kit
AC: 17 | Max HP: 25 | Hit Dice: 3, Spent: 0 | Death Saves: Success: 0, Fail: 0
Attack - Greatsword: Attack +5, Dmg 2d6+3 Slashing, Melee Reach 5ft
Attack - Lt Crossbow: Attack +2, Dmg 1d8 Piercing, Range 80/320
Race and Class Features
Divine Sense: As an action, Verek can open his awareness to detect the presence of good and evil beings of power. Until the end of his next turn, Verek knows the location of any celestial, fiend, or undead within 60 ft that is not behind total cover. Verek knows the type of creature, but not its identity. Within the same radius, Verek can also detect consecrated or desecrated places. This is usable up to 3 times and resets after a long rest.
Lay on Hands: Verek has a pool of healing power that replenishes when he takes a long rest. This pool is 15 hit points. As an action, Verek can touch a creature and draw power from this pool to restore a number of hit points to the creature. Verek can spend 5 hit points from this pool to cure the target of one disease or neutralize a poison. This has no effect on undead or constructs.
Fighting Style – Great Weapon: When Verek rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon he wields with two hands, he can reroll the die and must use the second roll. The weapon must have the two-handed or versatile property for Verek to gain this benefit.
Spellcasting: Verek may prepare up to 4 spells. These must be of a level he can cast. Verek has 2 x 1st level spell slots. His spellcasting ability is Charisma. His Spell Save DC is 12 and his Spell Attack Modifier is +4. He can use a holy symbol as a spellcasting focus. His Oath Spells are Ensnaring Strike and Speak with Animals.
Divine Smite: When he hits a creature with a melee weapon attack, Verek can expend a spell slot to deal radiant damage to the target, in addition to the attack’s normal damage. The extra damage is 2d8 for a 1st level slot and 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 fiend.
Divine Health: Verek is immune to diseases.
Sacred Oath – Oath of the Ancients: Verek has sworn an oath to the ancient spirits of the natural world. In this capacity, he must follow these tenets.
•Kindle the Light: Through his own acts of mercy, kindness, and forgiveness, Verek must kindle the light of hope.
•Shelter the Light: Verek must stand against the wickedness in the world that would destroy good, beauty, love, and laughter. Where life flourishes, Verek must stand against the forces that would render it barren.
•Preserve your own Light: Verek must delight in song and laughter, in beauty and art. He cannot allow the light to die in his own heart.
•Be the Light: Verek must be a glorious beacon for all who live in despair. His light of joy and courage must shine forth in all of his deeds.
Channel Divinity: Verek has two Channel Divinity options – Nature’s Wrath and Turn the Faithless. This feature resets after any rest.
•Nature’s Wrath: As an action, Verek can cause spectral vines to reach for a creature within 10ft of him that he can see. The creature must succeed on a Str or Dex save or be restrained. While restrained, the creature gets a new save at the end of its turn. On a success, the creature is freed and the vines vanish.
•Turn the Faithless: As an action, Verek presents his holy symbol and each fey or fiend within 30ft must make a Wis save. On a failure, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turn trying to move away from Verek and it can’t willingly move to a space within 30ft of him. For its action, the turned creature can only use the Dash action or try to escape from an effect that prevents it from moving. If the creature’s true form was concealed, that form is revealed when turned.
Life of Seclusion: Verek needed to commune with nature, far from human civilization.
Feature – Discovery: Through time spent in seclusion, Verek has learned some great secret of the cosmos, the deities, the outer planes, or forces of nature. (Need to work with the DM to determine what this is and how it impacts the game)
Great Weapon Master: On Verek’s turn, when he scores a critical hit with a melee weapon or reduces a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action. Before he makes an attack with a heavy weapon, Verek can choose to take a -5 penalty to the attack roll. If the attack hits, Verek adds +10 to the attack’s damage.
Magic Items: None
Wealth: Coins – 0pp, 45gp, 9sp, 10cp
Items – Splint Mail, Greatsword, Lt. Crossbow, 20 Bolts, Dungeoneer’s Pack (Backpack, Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 Days of Rations, Waterskin, 50ft of Hempen Rope), Grappling Hook, Bedroll, Hooded Lantern, 5 Flasks of Oil, 10 Iron Spikes, Herbalism Kit, Pendant Symbol of a Blue Unicorn (Mielikki).
Mount – Donkey (Riding Saddle, Saddlebags, Bit & Bridle, 10 Days’ Feed)
Characteristics and Personal Details
Personality Trait – Empathy: Verek has tremendous empathy for all who suffer.
Ideal – Greater Good: Verek believes that his gifts are meant to be shared to further good causes, not used for his personal benefit.
Bond – Enlightenment: Verek still pursues enlightenment on the portentous dreams he’s had. He needs answers.
Flaw – Curiosity: Verek would risk much to uncover hidden knowledge.
Age: 35 | Height: 6’4” | Weight: 240lbs | Hair: Platinum Blond | Eyes: Blue
Verek worships Mielikki, the goddess of autumn, druids, dryads, forests, forest creatures, and rangers.
He is a member of the Shadoweirs. This group serves as a type of religious knighthood of the woods. Members are activist and proselytize with zeal, and are willing to go on the offensive on behalf of their sacred forests. They seek to advance the regrowth of ancient forests reduced by civilization, and to halt the endless assault of civilization on their ancient homeland.