Race |
Half-Elf |
Subrace |
N/A |
Ability Score Bonus |
+2 Cha, +1 Str, +1 Con |
Languages |
Common, Elvish, Sylvan |
Racial Property |
Darkvision 60' |
Racial Property |
Fey Ancestry: Advantage vs. Charm, cannot be put to sleep by magic. |
Racial Property |
Skill Versatility: 2 bonus skill proficiencies, chosen from any list. |
Background |
Folk Hero |
Bonus Skills |
Animal Handling, Survival |
Bonus Tools |
Brewer |
Bonus Languages |
None |
Benefit |
Rustic Hospitality: Can find a place to rest and/or hide among commoner communities. |
Ideal |
Respect: People deserve to be treated with dignity and respect. |
Bond |
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. |
Trait |
I judge others by their actions, not their words. |
Trait |
Thinking is for other people. I prefer action. |
Flaw |
The people who knew me when I was young know my shameful secret, so I can never go home again. |
Class |
Paladin |
Level |
9 |
Hit Die |
d10 |
Class Archetype |
Oath of Devotion |
Weapon Proficiencies |
Simple weapons, martial weapons |
Armor Proficiencies |
All armor, shields |
Skill Proficiencies |
Athletics, Persuasion |
Tool Proficiencies |
None |
Save Proficiencies |
Wisdom, Charisma |
Class Feature |
Divine Sense: 1 + Cha mod per day, sense the presence (within 60') and type of celestials, fiends, undead, or voidlings. |
Class Feature |
Lay on Hands: Can heal up to 45 HP each day, or cure a single disease or poison. |
Class Feature |
Fighting Style: Dueling: When wielding a weapon in one hand and no other weapons, gain +2 to damage. |
Class Feature |
Spellcasting: Access to Paladin spells. |
Class Feature |
Divine Smite: When successfully striking a creature with a melee attack, can expend one paladin spell slot to deal extra radiant damage to the target. +2d8 damage for a level 1 spell slot, extra +1d8 for each level higher, up to +5d8. Extra +1d8 if target is undead or a fiend. |
Class Feature |
Divine Health: Immune to Disease |
Class Feature |
Sacred Oath: Devotion: Oath Spells, Channel Divinity: Sacred Weapon, Turn the Unholy, Aura of Devotion |
Class Feature |
Extra Strike: Attack twice when using the Attack action. |
Class Feature |
Aura of Protection: Whenever he or a friendly creature within 10 feet of him must make a saving throw, he or they gain a bonus to the save equal to his Cha mod (+5) |
Class Feature |
Aura of Devotion: Erevan and anyone within 10' of him cannot be charmed so long as he is conscious. |
Feat Name |
Ability Score Bonus |
Effect |
Charger |
N/A |
Time spent being a Sapphire game Blitzer has started to pay off. When Dashing, can use a bonus action to make a melee attack or to shove. If moving at least 10 feet in a straight line before taking the action, gain a +5 to damage if attacking, +5 feet if shoving. |
Item |
Weight |
Properties/Description |
Longsword |
3 lbs. |
1d8 slashing damage, Versatile (1d10) |
Javelin x5 |
10 lbs. (2 per javelin) |
1d6 piercing damage, Thrown (range 30/120) |
Chainmail |
55 lbs. |
AC 16, req. Str 13, Stealth disadvantage |
Shield +2 |
6 lbs. |
AC +4 |
Brewer's supplies |
9 lbs. |
Add proficiency bonus when performing brewing. |
A pyramid of sticky black incense that smells very bad |
N/A |
Ominous! |
Explorer's pack |
58 lbs. |
Includes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days' rations, waterskin, 50' hempen rope |
Shovel |
5 lbs. |
Digs and stuff! |
Iron Pot |
10 lbs. |
Cooks and stuff! |
Common Clothes |
3 lbs. |
Helps to not be naked |
Holy Symbol |
Weightless |
Arm tattoo |
Cloak of Protection |
— |
+1 to AC, Saving Throws |
Gauntlets of Ogre Power |
— |
Sets Str to 19 |
Potion of Healing (x5) |
— |
Heals 2d4+2 HP |
Potion of Climbing |
— |
Gain climbing speed equal to walking speed for 1 hour. Advantage on Athletics checks to climb. |
School |
Name |
Components |
Range |
Duration |
Effect |
Level 1 |
Prepared: 9 |
Slots: 4 |
Evocation |
Cure Wounds |
V, S |
Touch |
Instantaneous |
Touched creature regains 1d8 + spellcasting mod HP. No effect on undead or constructs. |
Abjuration |
Shield of Faith |
V, S, M (a small parchment with a bit of holy text written on it) |
60 feet |
Concentration, up to 10 minutes |
One creature gains +2 to AC for duration. |
Enchantment |
Bless |
V, S, M (sprinkling of holy water |
30 feet |
Concentration, up to 1 minute |
Bless up to 3 creatures within range. They gain +d4 to any attack or save made before the spell ends. |
Evocation |
Thunderous Smite |
V |
Self |
Concentration, up to 1 minute |
The next time a target is hit with a weapon attack before the spell ends, the weapon booms with thunder that is audible within 300 feet, dealing +2d6 thunder damage and if it is a creature, it must succeed on a Strength save or be pushed 10 feet away from the caster and knocked prone. |
Abjuration |
Protection from Evil and Good (Oath) |
V, S, M (holy water or powdered silver and iron, which the spell consumes) |
Touch |
Concentration, up to 10 minutes |
One willing creature cannot be charmed, frightened, or possessed by aberrations, celestials, elementals, fey, fiends, and undead. Attacks made against the creature by such entities suffer disadvantage. If the creature was previously charmed, frightened, or possessed, they get advantage on any new saving throw against the effect. |
Abjuration |
Sanctuary (Oath) |
V, S, M (a small silver mirror) |
30 feet |
1 minute |
Ward a creature within range against attack. Until the spell ends, anyone who tries to attack the warded creature must pass a Wisdom save or else must choose a new target or lose their attack or spell. Does not protect against area of effects and the spell is ended if the warded creature launches their own attack. |
Level 2 |
Prepared: 9 |
Slots: 3 |
Evocation |
Branding Smite |
V |
Self |
Concentration, up to 1 minute |
The next time a creature is hit with a weapon attack before the spell ends, the weapon gleams with astral radiance, dealing +2d6 radiant damage, which becomes visible if invisible, sheds dim light in a 5-foot radius and cannot become invisible until the spell ends. |
Transmutation |
Magic Weapon |
V, S |
Touch |
Concentration, up to 1 hour |
Touched nonmagical weapon becomes a magic weapon with +1 to hit and damage until spell ends. |
Abjuration |
Lesser Restoration (Oath) |
V, S |
Touch |
Instantaneous |
Touch a creature and end either one disease or one condition (blinded, deafened, paralyzed, or poisoned) affecting it. |
Enchantment |
Zone of Truth (Oath) |
V, S |
60 feet |
10 minutes |
Create a magical zone that guards against deception in a 15 foot radius sphere centered on a point within range. Until the spell ends, a creature that enters for the first time or starts its turn there must make a Charisma save, being unable to speak a deliberate lie if it fails. The caster knows whether the creature failed or passed the save. Affected creature is aware of spell. |
Level 3 |
Prepared: 9 |
Slots: 2 |
Abjuration |
Beacon of Hope (Oath) |
V, S |
30 feet |
Concentration, up to 1 minute |
Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. |
Abjuration |
Dispel Magic (Oath) |
V, S |
120 feet |
Instantaneous |
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. |
Evocation |
Blinding Smite |
V |
Self |
Bonus Action |
The next time a creature is hit with a weapon attack before the spell ends, the weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. |
Evocation |
Crusader's Mantle |
V |
Self |
Concentration, up to 1 minute |
Holy power radiates from Erevan in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with him, centered on him. While in the aura, each nonhostile creature in the aura (including him) deals an extra 1d4 radiant damage when it hits with a weapon attack. |
Evocation |
Aura of Vitality |
V |
Self (30-foot radius) |
Concentration, up to 1 minute |
Healing energy radiates from Erevan in an aura with a 30-foot radius. Until the spell ends, the aura moves with Erevan, centered on him. He can use a bonus action to cause one creature in the aura (including him) to regain 2d6 hit points. |
Erevan's physique screams Sapphire. Having a mother from Avercus meant many hours spent doing physical chores and being taught how to fight even if he never could get the hang of life among his mother's people. Still, built like a seafaring warrior but gaining a noble bearing and air of confidence from his high elf rather has resulted in a young half-elf man who holds his own when entering a room and cuts an intimidating figure in battle, even if he tries to avoid solving problems with violence. Keeping his hair short so it doesn't get caught on his armor and highlighting it with dark green to emulate the high elven war hero he chose his name after, none can say Erevan does not make an impression or fail to inspire confidence. He has a sleeve tattoo on his right arm, a multi-forked lightning bolt etched in the scarring style. He is unaware of its power. Finally, he has tanned skin and sea green eyes.
Born of a father from the Eternal Queendom who is a sage and a mother from the nation of Avercus who is a marine, Erevan has struggled his entire life to impress them, believing himself a failure even though his parents have always been proud of him. He rose to fame upon saving an elven community from a great flood, wading into the rising waters to save what survivors remained even at the cost of his own home and most of his possessions, which were destroyed due to being abandoned in favor of mounting a rescue. He fell to a status of shame among his father's elven community at a very young age when he got into an altercation with one of his cousins, who happened to be among the nobility. A half-elf does not have much clout among the Eternal Queendom, and this got him banished from that particular city. (Although he has since reconciled with his cousin, the law is the law and others nobles still don't like him.)
Exiled from his father's city and unable to return to his destroyed house among his human peers, he is most concerned with the lack of correspondence from both his parents and seeks to discover their whereabouts.