Sir Luke ahat Mae

Description:

Str–17 (3)
Dex – 10 (
0)
Con –17 (3)
Int. – 12 (
1)
Wis. –14 (2)
Cha –19 (
4)

Inspiration-0

Hit Dice: 13 (3D10+3) roll 2d10+3
AC: 16 – 18w/shield

Race: human
Subrace:

Class(es): Paladin

Level: 3
XP

Deity: Helm

Languages:Common, Elvish, Dwarvish

Background: Noble
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Traits
Personality Trait

  • My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
  • No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

Ideal

  • Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

Bond

  • My loyalty to my sovereign is unwavering

Flaw

  • In fact, the world does revolve around me

Skill Proficiencies:
All armor
Shields
Simple Weapons
Martial Weapons
Athletics
Religion
History
Persuasion
gaming set

Fighting Style
Protection
When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Paladin Spells Lvl 1 (3)

  • Cure Wounds
    1st-level evocation
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    A creature you touch regains a number o f hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • Thunderous Smite
    1st-level evocation
    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 o f 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.
  • Command
    1st-level enchantment
    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 itmoves within 5 feet o f 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 o f 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.
  • Shield of Faith
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 60 feet
    Components: V, S, M (a small parchment with a bit of holy text written on it)
    Duration: Concentration, up to 10 minutes
    A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
  • Divine Favor
    1st-level evocation
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute
    Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
  • Bless
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a sprinkling o f holy water)
    Duration: Concentration, up to 1 minute
    You bless up to three creatures o f your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Oath Spells

  • Sanctuary
    1st-level abjuration
    Casting Time: 1 bonus action
    Range: 30 feet
    Components: V, S, M (a small silver mirror)
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack
    or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion o f a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
  • Protection from Evil and Good
    1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
    Duration: Concentration up to 10 minutes
    Until the spell ends, one willing creature you touch is protected against certain types of
    creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against
    the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Equipment: GP 15
A set of fine clothes
a signet ring
a scroll of pedigree
a purse
Chain mail
Shield
Holy symbol
Priest pack; Backpack, Bedroll,a blanket, tinderbox, candles (10), days rations (2), 2 blocks of incense, waterskin, an alm box, vestments, and a censer
Long sword
Flail
Javelin (5)
Game Set – chess set

Divine Sense
The presence of strong evil registers on your senses like a noxious odor, 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 w hose 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. W hen 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.

Divine Smite
when you hit a creature with a melee weapon attack, you can expend one paladin 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 o f 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Sacred Weapon.
    As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus o f +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it
    becomes magical for the duration. You can end this effect on your turn as part o f any
    other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
  • Turn the Unholy._
    As an action, you present your holy symbol and speak a prayer censuring fiends and
    undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath of Devotion
The Oath o f Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit o f justice and the greater
good.
Tenets of Devotion
Though the exact words and strictures o f the Oath of Devotion vary, paladins o f this oath share these tenets.

  • Honesty. Don’t lie or cheat. Let your word be your promise.
  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount o f harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those w ho have just authority over you.
Bio:

Sir Luke ahat Mae

A Path Accurst Bailroc