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Avram Roșu: (Av-Ram Ro-Schu) (Level 3, 1300xp) RACE: Reborn
Avram Roșu: (Av-Ram Ro-Schu) (Level 3, 1300xp) RACE: Reborn
Reborn Traits
Ability Score Increase: Increase one ability score by 2 and increase another by 1.
Type: Human, Undead
Size: Medium
Speed: 30ft
Darkvision: You can see in Dim Light within 60ft as if it were Bright Light, and in Darkness as if it were Dim Light.
Languages: Can speak, read, and write Common and one other appropriate language. See Other below.
Deathless Nature
You have escaped death, a fact represented by the following benefits:
● Advantage on Saving Throws against Disease and being Poisoned.
● Resistance to Poison Damage.
● Advantage on Death Saving Throws.
● Do not need to eat, drink, or breathe.
● Do not need to sleep, cannot be put to sleep by magic.
● Can finish a long rest in 4 hours if in an inactive, motionless state (still conscious).
Watcher’s Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can
easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in
a community, although you're more likely to be welcome in the former locations rather than the latter.
CLASS: Paladin (Lv3) http://dnd5e.wikidot.com/paladin
Religion: Church of Ezra (Mordentish Sect / Pure Hearts)
Hit Points
Hit Dice: 1d10 per Paladin Level
Hit Points at 1st Level: 10+CON Modifier
Hit Points at Higher Levels: 1d10 (or 6) + CON modifier, per Paladin Level after 1st.
Proficiencies
Proficiency Bonus: +2
Armour: All Armour, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
Spell Slots: 3x 1st Level.
Divine Sense
The presence of strong evil registers on your senses like a noxious odour, and powerful good rings like heavenly music in
your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial,
fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for
instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or
desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier.
When you finish a long rest, you regain all expended uses.
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 your paladin level x 5. As an action, you can touch a
creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount
remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands,
expending hit points separately for each one. This feature has no effect on undead and constructs.
Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use
your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You
must be wielding a shield or a simple or martial weapon to use this reaction.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do
so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum
of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14,
your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell
Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of
prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time
spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability:
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions.
You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier
when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant
damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 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 a fiend,
to a maximum of 6d8.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Tenets of Redemption
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace:
Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence:
All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to
evil. By setting the proper example and working to heal the wounds of a deeply flawed world, you can set anyone on a
righteous path.
Patience:
Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and
true. Once you have planted the seed of righteousness in a creature you must work, day after day, to allow it to survive
and then flourish.
Wisdom:
Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be
redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any
such action must be carefully weighed and the consequences fully understood, but once you have made the decision,
following through with It knowing you path is just.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified. Once you gain access to an
oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If
you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath
explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short
or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an
effect from this class, the DC equals your paladin spell save DC.
Emissary of Peace: You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you
grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker
within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force
the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it
just dealt. On a successful save, it takes half as much damage.
EQUIPMENT
SPELLS http://dnd5e.wikidot.com/spells:paladin
Spell Slots: 3x 1st Level.
Prepared Spell Limit: (Charisma Modifier + [Paladin Level / 2] = ?)
Highlighted Spells
1st Level 2nd Level 3rd Level 4th Level 5th Level
Command -- -- -- --
Compelled Duel -- -- -- --
Cure Wounds -- -- -- --
Divine Favour -- -- -- --
Searing Smite -- -- -- --
Thunderous Smite -- -- -- --
ABILITY SCORES
To be rolled… Constitution -> Charisma -> Strength -> Dexterity -> Wisdom -> Intelligence
Charisma: X, +Y
Constitution: X, +Y
Strength: X, +Y
Dexterity: X, +Y
Wisdom: X, +Y
Intelligence: X, +Y
Languages: Common, …
+Choose 3 more languages in addition to Common (ask which are most relevant to Barovia/Targovistra).
Hometown:
Targovistra
Family Size: (Used Town as base, since Targovistra was described this way.)
Number of Parents – Roll: 87 – Result: 0
Number of Siblings – Roll: 92 – Result: 0
Fateful Relations:
Number of Relations – Roll: 1 – Result: 1
Roll: 76 – Result: You married young. However, your marriage was short and ended from some unfortunate circumstance.
(Used the non-Barovian rule for number of relations since Targovistra isn’t an option, then general table for final result.)
Phobia:
Roll: 19 – Pyrophobia (Fear of Fire)
Favourite Food:
Mawmeny: Chunks of meat served in a bowl of hearty, brown gravy. (Chosen in line with Barovian Primer.)
Favourite Dessert:
Roll: 5 – Date Bars: Dates mashed and combined with breadcrumbs, wine, and sweet spices, formed into bars.
Favourite Drink:
Aged Red Wine. (Chosen in line with Barovian Primer.)
Gothic Trinket:
Roll: 55 – Result: A ring of keys for forgotten locks.
Quirk:
Roll: 5 – Result: You were a very small child, undergrown and short no matter how much you ate. Even after a proper
growth spurt into adulthood, you have a soft spot for shorter individuals.
Other Notes
+Killed by smoke whilst trying to save people from a fire during the siege of Targovistra.