Sirius Sejant
| D&D: Song of Fates | |
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| GM | |
| Mark | |
| Milestones | |
| Level 11 | |
| Characters | |
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Mercutio Escalus (Adam) Moonglimmer (Erik) Prasiolit (Ben) Sirius Sejant (Brendon) Solaria (Lisa) Takahashi Daichi (Tim) Threnody (Mark) | |
| Treasure and Goods | |
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Notable Treasure Treasure by Adventure |
Sirius Sejant 11th level Paladin Gate Warden
Description
History
A Hound Archon in the service of Lethander, sent to oversee the rebirth of the village of Frezford, which once and once again will have a temple to the Morninglord.
Background: Gate Warden
- Living in a gate-town or similar location steeped you in planar energy. You gain the Scion of the Outer Planes feat. In addition, you know where to find free, modest lodging and food in the community you grew up in.
Scion of the Outer Planes Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion Table. Your choice gives you a resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom or Charisma (choose when you select this feat). (Resist Lightning, Sacred Flame)
Character Statistics
Basic Statistics
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Passive Skills:
Insight: 16 |
Speed: 30 feet |
Attributes
| Strength | 19(+4)/10 (0) | Dexterity | 8 (-1) | Constitution | 16 (+3) | ||
| Intelligence | 10 (0) | Wisdom | 14 (+2) | Charisma | 18 (+4) |
Proficiency
Proficiency bonus: +4
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Proficient Saves
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Proficient Weapons
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Armor
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Proficient Skills
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Languages
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Background Points
- Personality:
- Flaw:
- Ideal:
- Bond:
- Feat: Scion of the Outer Planes
Life Events
Special Rules
- Oath of the crown
- The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
- Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
- Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.
- Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
- Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Detection
- (Aasimar) Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
- (Paladin) Divine Sense 5/day
- Know location of celestial, fiend, or undead within 60', know type but not identiy,
- Know place or objects within 60' that is consecrated or desecrated, as with Hallow spell
Resistance & Immunity
- (Aasimar) Celestial Resistance. You have resistance to necrotic damage and radiant damage.
- (feat) Resist Lightning damage
- (Paladin) Divine health- you are immune to disease
- (Frostbrand Greatsword)- Resist Fire
Healing and Protection
- (Aasimar)Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
- (Paladin) Lay on hands: 50 hp per day
- Sacred Oath (Crown) Divine Allegiance - Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.
- (Paladin) Aura of Protection - 10' aura of +4 to saving throws, while conscious.
- (Paladin) Aura of Courage - 10' aura of immunity to frightened, while conscious.
- (Feat) Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + 4 (your proficiency bonus). You can use this benefit 4 times (equal to your proficiency bonus), and you regain all expended uses when you finish a long rest
- (Channel Divinity) Turn the Tide. As a bonus action, Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Combat and Smiting
- (Paladin)Great Weapon Fighting Style: reroll any die that comes up 1 or 2 on a damage roll for an attack made with a 2 handed weapon, taking the second result.
- (Paladin) Extra Attack- attack twice with a standard action
- (Aasimar) Celestial Revelation. When you reach 3rd level, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:
- Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.
- (Paladin) Divine Smite: you may expend a spell slot after hitting a target to deal extra Raidiant damage- 2d8 for a 1st level slot, +1d8 for each higher level used.
- (Paladin) Improved Divine Smite: Your Melee weapon attacks deal +1d8 Radiant damage.
- (Feat) Stasis Strike. Once per turn when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must succeed on a Wisdom saving throw DC 16 as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit 4 times (equal to your proficiency bonus), and you regain all expended uses when you finish a long rest. (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat)
- (Channel Divinity) Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
- (Cantrip) Sacred FLame: 60' range, Dex save (DC16) or 3d8 Radiant damage, no cover.
Feats
- Scion of the Outer Planes
- Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion Table. Your choice gives you a resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom or Charisma (choose when you select this feat). (Resist Lightning, Sacred Flame)
- Righteous Heritor-
- Ability Score Increase.
- Soothe Pain. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d10 + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
- Agent of Order-
- Ability Score Increase.
- Stasis Strike. Once per turn when you damage a creature you can see within 60 feet of yourself, you can deal an extra 1d8 force damage to the target, and it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the modifier of the spellcasting ability you chose for the Scion of the Outer Planes feat) as spectral bindings try to ensnare it. On a successful save, the target escapes. On a failed save, the target has the restrained condition until the start of your next turn. These bindings manifest as chains or some other symbol of stasis. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Paladin Magic
- 9 spells per day, DC16, spell attack modifier +8
Cantrips: Light, Sacred Flame
- 4 1st level
- Purify food/water, Detect Poison/disease, Bless (c), *Command, Compelled Duel (c,b)* (Combat preparation: Heroisim (c), Searing Smite (c,b), Shield of Faith (c))
- 3 2nd level
- Aid, Locate object (c), Branding Smite, *Zone of Truth, Warding Bond (c)*
- 3 3rd level
- Revivify, Create Food/Water, Crusader's Mantle (c), *Aura of vitality (c), Spirit Guardians (c)*
- Oath spells:
- 3rd Command, Compelled Duel
- 5th Warding Bond, Zone of Truth
- 9th Aura of Vitality, Spirit Guardians
- Channel Divinity 2/rest
- Channel Divinity:
- Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
- Channel Divinity:
- Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
Equipment
Encumbrance:
- Gauntlets of Ogre Power (uncommon, attune, set str to 19)
- Amulet of the Planes (Very Rare, attune, While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.)
- Greatsword of Warning (uncommon, attune): While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
- Adamantine Plate Armor (Uncommon) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
- Headband of Intellect (1 hour to attune, uncommon) 17 Int, Int checks are +3 (under construction)
Carried:
Weapons
[+8 to hit, 2d6+1d8 Radiant, Heavy, Magic, 2 handed, melee] (smite: spend spell slot for +2d8 radiant damage)(4/day, +1d8 force damage to the target, Wisdom saving throw or Restrained)
[+8 to hit, 2d6+1d8 Radiant+d6 cold, Heavy, Magic, 2 handed, melee] Resist Fire damage (smite: spend spell slot for +2d8 radiant damage)(4/day, +1d8 force damage to the target, Wisdom saving throw or Restrained) |
Armor
- Adamant Plate Armor
- [18 AC = 18 AC]
Gear
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