High on a rocky plateau covered in wispy grass lies the secret basecamp for the Wizard Imani's gathering forces, as he attempts to thwart the machinations of the Cult of the Dragon and their horrific ally, the Dracolich Dretchroyaster. A small, but expensive-looking pavilion tent marks the old wizard's command post, and a few Servants, Scouts, and a number of Adventurers hurry about, either on the wizard's business, or if newly arrived, seeking to find the best of the space remaining on the rocky bluff - to pitch their own tent.
Imani, Sage of Hap - Once an adventurer in the Company of the Sunlit Sea, this old Mage has seen better days. Scarred both outward and in, he seeks absolution through inspiring others to heroic deeds.
Corrah Longshanks - A halfling Scout in Imani's service. Friendly and affable. Volyana Margolis - A former Bandit Captain of the Gur people, now commanding Imani's Camp. She can be a bit cranky, but her heart is generally in the right place. She's also pregnant. Loklafd of the Seal Tribe - A Reghedman of Icewind Dale, this Veteran lost a leg to a snowy Owlbear. He's an excellent boat builder in his people's style.
Villains Dretchroyaster, the Monarch Reborn - An Ancient Green Dragon Dracolich. Hopefully sleeping.
Silakul - High Priest & Commander of the Cult of the Dragon. Bardaby "The Beast" - Mercenary Captain of the "Beast Boys" with a reputation for brutality. Rowloe - Beast Boy mercenary Veteran, lieutenant with his own ideas. Argyle - Cult Fanatic in charge of the front gate Shieldmaiden Siobhan - Mercenary Veteran recently converted to cultist. Chief Urbone - Chief of the Kobolds.
Attack: Staff with True Strike: 1d20+5, 1d6+3 radiant or bludgeoning
Mind Sliver DC 13 Int save or 1d6 psychic and -1d4 on next save before end of next turn
Str 12 Int 17 prof
Dex 14 Wis 8 prof
Con 14 Cha 10
HP 20
AC 15 (mage armor)
Prof simple weapons: smith’s tools, jeweler’s tools, woodcarver’s tools, weavers tools
Skills Investigation (Exp), Arcana, Persuasion, History
Langs Common, Sign, Orc
Orc Abilities
Darkvision 60’
Adrenaline Rush: Dash as a bonus and get THP=PB, PB/short or long.
Relentless Endurance: When at 0hp, instead at 1, 1/long.
Wizard Abilities
Arcane Recovery: After short rest, recover 2 slot levels (=W level/2 round up)
Spellcasting:
Cantrips: Minor Illusion (cast as bonus, sound and image), Mage Hand, True Strike, Mind Sliver
Feats: magic initiate wizard: get 2 cantrips true strike, prestigiditation), can get 1 level 1 spell (Shield), can cast once/long rest without using a spell slot
Abilities:
Lay on hands (paladin 1): have a pool of 5xpal level of hp (5). replenishes on a long rest. bonus action touch to use. can expend 5hp to remove poisoned condition + hp.
cantrips (2 from magic initiate, 2 warlock): True strike, prestigiditation, minor illusion, eldritch blast
prepared spells:
Paladin (2) (can change on long rest): bless, wrathful smite
Warlock (3): speak with animals, hex, hellish rebuke
feat: shield
slots:
1 for shield, refreshes on a long rest (feat)
4 level 1 (2 from warlock 2, refresh on short rest, 2 from paladin 1, refreshed on long rest)
Evocations
Pact of the chain
Otherworldly Leap - cast jump without using a spell slot
fiendish vigor - cast false life without expending a spell slot, and get max hp (12)
Tool Proficiency:
Languages.
SKILLS Proficiencies in bold:
+0 (dex) Acrobatics
+0 (wis) Animal Handling - from background
+0 (int) Arcana
+4 (str) Athletics - from paladin
+3 (cha) Deception
-1 (int) History
+0 (wis) Insight
+2 (cha) Intimidation
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+0 (wis) Perception - from background (persuasion redundancy)
+3 (cha) Performance
+5 (cha) Persuasion - From paladin
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+0 (wis) Survival
My intent is to make a noble holy warrior
Strength, intelligence, Charisma (no change from noble)
feat: magic initiate (wizard)
abilities: Animal handling and Persuasion
tools: calligrapher's supplies
Level 1: 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 five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Level 1: Spellcasting
You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Paladin spells.
Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
extra 150 to starting gold or three healing potions, if you want to make a quick-build.
150 gp from paladin
50 gp from background
5 gp pike 1d10 piercing, heavy reach two handed, push, 18lb
50gp heavy crossbow, 1d10 piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push 18 lb.
200 gp Splint Armor AC 17 60 lb.
50gp greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb.
10 gp Explorer's Pack, 59 lbs Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
5 gp Holy symbol amulet 1lbs
10 gp arcane focus-crystal 1lb (worn around neck)
Languages: Common, Common Sign Language, Primordial (knows Auran, Aquan, and Terran dialects)
Simple Weapons, Martial Weapons, All Armor, Shields
Feats
Two-Weapon Fighting: When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage. Tough: +2hp per level Musician: Three musical instruments; after short or long rest can grant heroic inspiration to number of allies = proficiency bonus (currently 2).
Paladin Features
Channel Divinity: 2 CD, recharge 1 on short rest, all on long Lay on Hands: Pool of 15hp to heal per long rest (bonus action)
-Can expend 5hp to remove poisoned conditioned Weapon Mastery: Two weapons (shamshir, khanjar) Fighting Style: Two-Weapon Fighting
-When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren't already adding it to the damage. Smite: Always have Divine Smite prepared; cast it 1/day without spell slot. Divine Sense: As CD bonus action, detect Celestials, Fiends and undead within 60’ and consecrated and desecrated places. Lasts 10 minutes or until incapacitated.
Oath Features
Dao’s Crush:Currently 2 uses; expend channel divinity after divine smite
The target has the Grappled condition (escape DC equal to your spell save DC). While Grappled, the target has the Restrained condition. Djinn’s Splendor: AC bonus of charisma modifier (light armor or less).
Proficient in Persuasion
Human Features
Resourceful: Gain Heroic Inspiration on Long Rest Skillful: Perception Versatile: Musician
Languages:
Common, Common Sign Language, Giant, Thieves’ Cant, Undercommon
Primary Attacks:
Sneak attack! +2d6 Scimitar. Melee Range, +5 to hit, 1d6+3 Piercing damage. May make off-hand attack without using a bonus action. Finesse, Light, Knick Shortbow. 80/320' Range, +5 to hit, 1d6+3 Piercing damage. On hit, you gain Advantage on the next attack roll against that creature, until the end of your next turn. Ammunition, Range, Two-Handed, Vex Dagger. Melee or 20/60 Range, +5 to hit, 1d4+3 Piercing damage. Finesse, Light
Bonus Actions:
Cloud’s Jaunt (Cloud Giant): Teleport up to 30' to an unoccupied space you can see. 2/long rest Cunning Action: Dash, Disengage, or Hide. Fast Hands: Sleight of Hand, Use Magic Item, Utilize item. Steady Aim. You give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn.
Trained Skills:
Acrobatics +5 (adv vs grapple) (use for jumping)
Athletics +3 (adv vs grapple)
Deception +2
Insight +4
Investigation +1
Perception +4
Sleight of Hand +7 (expertise)
Stealth +7 (expertise)