Atone
Paladin Level 3 | Tiefling | Lawful Good | Acolyte
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Combat Stats
Armor Class: 19
Initiative: +1
Hit Points: 27 [1d10]
Speed: 30 feet
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General Stats
Strength 13 [+1]
Dexterity 13 [+1]
Constitution 13 [+1]
Intelligence 8 [-1]
Wisdom 12 [+1]
Charisma 14 [+2]
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Proficiencies
Proficiency Bonus: +2
Passive Perception: 11
Proficient Saving Throws: Wisdom, Charisma
Proficient Skills: Insight, Religion, athletics, intimidation
Proficient Weapons: simple weapons, martial weapons
Proficient Armor: all armor, shields
Other Proficiencies:
Languages: Common, Infernal, Celestial, Goblin
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Attacks & Spellcasting
Longsword| +3 |1d8 (1d10) slashing
Javelin| +3 |1d6 piercing (Thrown 30/120)
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Features
Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Darkvison
Can see in dim light up to 60ft as if it were bright light and up to 60ft in darkness as if it were dim light. Cannot discern color in darkness.
Hellish Resistance
Resistance to fire damage.
Infernal Legacy
Knows the Thaumaturgy cantrip. At 3rd level can cast Hellish Rebuke as a second level spell once per long rest. At 5th level can cast Darkness once per long rest. Charisma is the spellcasting ability for these spells.
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 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 × 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.
Fighting Style Defense
While wearing armor you gain a +1 bonus to AC.
Spellcasting
Can choose any spells on Paladin spell list.
Can prepare number spells equal to Charisma mod + half paladin level rounding down.
Charisma is spellcasting ability.
Prepared spells can be changed after a long rest. Preparing new spells requires time in meditation and prayer: at least 1 minute per spell level for each spell.
Oath spells are always prepared and do not count towards the number of spells prepared.
Divine SMITE
When you hit a creature with a melee weapon attack you can expend one spell slot to deal radiant damage to the target. The extra damage is 2d8 for a level 1 spell slot plus 1d8 for each spell level higher than the first to a maximum of 5d8. The damage is increased by 1d8 if the target is an Undead or a Fiend.
Divine Health
Immune to poison and disease.
Channel Divinity
Options provided by Oath. Can only use once and then must take short or long rest.
Sacred Oath
Oath of Devotion
Oath of Devotion Spells
3rd lvl: Protection From Evil and Good, Sanctuary
5th lvl: Lesser Restoration, Zone of Truth
9th lvl: Beacon of Hope, Dispel Magic
13th lvl: Freedom of Movement, Guardian of Faith
17th lvl: Commune, Flame Strike
Channel Divinity
Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy. For 1 minute you add your Charisma modifier to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. The weapon becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon or if you fall unconscious this effect ends.
Turn the Unholy: Each fiend or undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails 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 of you. It also can't take reactions. For its action it can use only the Dash action to try to escape from an effect that prevents it from moving. If there's nowhere to move the creature can use the Dodge action.
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Spells
Spell Save DC 12
Spell Attack Mod +4
Cantrips (at will): Thaumaturgy
1st level (3): Protection From Evil and Good, Sanctuary
2nd level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
3rd level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
4th level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
5th level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
6th level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
7th level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
8th level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
9th level (NUMBER OF SLOTS): SPELL, SPELL, SPELL
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Personality
Personality Traits
Sad Boi
Honorable
Determined
Ideals
Aspiration- I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings.
Faith- I trust that my deity will guide my actions.
Sacrifice- My faith and the well-being of those close to me take priority over my own health and safety.
Bonds
-I will do anything to protect the temple where I served.
-I will do my best to serve my god regardless of what that may entail.
-I do not have many friends, so I shall fiercely guard the precious few that I have.
Flaws
-I put too much trust in those who wield power within my temple's hierarchy.
-My piety sometimes leads me to blindly trust those that profess faith in my god.
-I will accept harsh treatment and not stick up for myself due to a lack of self-worth.
History
Born as a devil child, Atone's parents did what they believed was the only sensible thing: leaving him on the front stoop of a church in the dead of night. When he was discovered the next morning the priest who found him took him in instead of eradicating him there and then for he could see the possibilities that were now open to him. Atone was raised in the church performing various tasks such as cleaning, assisting with certain ceremonies, and carrying out any other task that others thought to be below their station. The priest also made sure he was fully exposed to the teachings of the gods, especially how said gods felt about devils and demons.
As he was old enough the priest began having him trained by some of local paladins. He then explained to Atone that his devilish heritage was a sin and thought he must absolve himself of his very existence by performing great deeds in the name of the gods. In order to ensure that Atone continued his holy mission, the priest gave him a holy symbol in the form of a crucifix with a ruby embedded in the center of it to wear around his neck. Atone was told that once he had atoned for his existence as a spawn of Hell in the eyes of the gods, the ruby would turn blue. What the priest didn't tell him was that the ruby was completely mundane in nature and so would never actually turn blue. This would ensure that his perfectly indoctrinated little devil would continue doing the gods' worked until his inevitable demise. The devil would be exterminated and the gods' will carried out. Two birds with one stone.
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Equipment
PP
0
GP
15
EP
0
SP
0
CP
0
Equipment
Longsword
Shield
Javelins (x5)
Chainmail
Explorer's Pack
Holy Symbol
Prayer Book
Sticks of Incense (x5)
Vestments
A Set of Common Clothes