Ceradin Roseheart
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Name: Ceradin Roseheart
Player: Nanoro

Sex: Male
Age: 47
Race: Human

Class: Paladin 2/Pugilist 3
Alignment: Lawful Neutral
Level: 5
Proficiency: +3
Hit Points: d10+2x2/1d8x3[CON] | 45

Height: X' X"
Weight: X lbs

Identifying Features:

Abilities:

Strength 16 +3
Dexterity 13 +1
Constitution 15 +2
Intelligence 9 -1
Wisdom 11 +0
Charisma 14 +2

Background (City Guard):

Skill Proficiencies: Athletics or Acrobatics and Insight or Investigation
Tool Proficiencies: Musical Instrument - Horn
Languages: Choose one Standard Language
Equipment: Instrument-Horn, a set of common clothes, City Insignia on a necklace, pair of shackles and 2 keys, Guards Cloak and a belt pouch containing 10

Languages: Common

Skills:

Offensive:

Attack:
WEP. ATT. DMG. MISC.
d20+6 = +3[STR]+3[PRO] 1d4+3[STR] Acid (magical)

Spells: (Remove if not applicable)

Spell Save DC: 8+2[Ability]+3[PRO] = 13
Spell Attack Mod: +3[Ability] +2[PRO] = +5

Spell Slots:
SPELL LVL. 1st
Slots 2

1st Level Spells:

COMPELLED DUEL
CASTING TIME
1 bonus action
RANGE
30 feet
COMPONENTS
V
DURATION
Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

COMMAND
CASTING TIME
1 action
RANGE
60 feet
COMPONENTS
V
DURATION
1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop: The target drops whatever it is holding and then ends its turn. Flee: The target spends its turn moving away from you by the fastest available means. Grovel: The target falls prone and then ends its turn. Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

THUNDEROUS SMITE
CASTING TIME
1 bonus action
RANGE
Self
COMPONENTS
V
DURATION
Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Action:

Initiative: +1[DEX]

Land Speed: 30ft
Armored Speed: Xft
Climb Speed: Xft
Swim Speed: Xft
Flight Speed: Xft

Defensive:

AC: 11+1[DEX]+1 = 13

Strength Save: +3[STR] = +3
Dexterity Save: +1[DEX] = +1
Constitution Save: +2[CON] = +2
Intelligence Save: -1[INT] = -1
Wisdom Save: +0[WIS]+3[PROF] = +3
Charisma Save: +2[CHA]+3[PROF] = +5

Racial Traits:

Class Features:

PUGI:

Armor: leather
Weapons: N/A, Holy Symbol
Skills: Persuasion, Religion, Athletics, Insight

Acid-Washed Gloves
Wondrous Item, Very Rare (Requires Attunement)
These almost completely white gloves are covered in acidic burns but rarely have any form of holes. While attuned to these gauntlets, you have resistance to acid damage and weapons you wield deal magical acid damage instead of their normal damage.


Feats:

Equipment:

  • Leather guard's armor
  • Guard's cloak
  • Common clothes
  • Brazen prayer beads with the symbol of Pelor
  • Old sword scabbard
  • Thick leather belt
  • Strange white gauntlets
  • Simple horn
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