MIZU
medium humanoid (human), lawful good
paladin (oath of the river) 3rd level; background: guide
AC: 17; HP: 30 (3d10+12); Initiative: +1;
Senses: passive Perception 13; Speed: 30 ft.
Senses: passive Perception 13; Speed: 30 ft.
STR: 15, DEX: 12, CON: 14, INT: 08, WIS: 12, CHA: 14
Saves: WIS +3, CHA +4; Skills: Athletics +4, Insight +3, Perception +3, Stealth +3, Survival +3; Feats: Fighting Style (Blessed Warrior), Magic Initiate (Druid), Tough; Tool Proficiency: Cartographer's Tools; Weapon Proficiency: simple, martial; Armor Proficiency: heavy, shield; Languages: Common (Ippan), Elvish, Spirit Folk (Torum); PB: +2.
TRAITS
Channel Divinity (2/Long Rest): You can Channel Divinity, using it to fuel magical effect. You regain one of its expended uses when you finish a Short Rest. You regain all expended uses when you finish a Long Rest. Use your Spell DC.
Resourceful: Gain Heroic Inspiration when you complete a Long Rest.
Channel Divinity (2/Long Rest): You can Channel Divinity, using it to fuel magical effect. You regain one of its expended uses when you finish a Short Rest. You regain all expended uses when you finish a Long Rest. Use your Spell DC.
Resourceful: Gain Heroic Inspiration when you complete a Long Rest.
ACTIONS
Longsword: melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D10+3 slashing damage PLUS target has Disadvantage on its next attack roll before the start of your next turn)
Longsword: melee weapon attack (+5 to hit, reach 5 ft., one target. Hit: D10+3 slashing damage PLUS target has Disadvantage on its next attack roll before the start of your next turn)
Shortbow: ranged weapon attack (+3 to hit, range 80/320 ft., one target. Hit: D6 piercing damage PLUS Advantage on your next attack against the target before the end of your next turn)
MAGIC ACTIONS
Rushing Rapids: As an action, you can cause a forceful wave of water to erupt outward in a 20-ft. radius centered around you. Each Large or smaller creature of your choice in the area must succeed on a STR save DC12 or be pushed 5 ft. outside of it.
Rushing Rapids: As an action, you can cause a forceful wave of water to erupt outward in a 20-ft. radius centered around you. Each Large or smaller creature of your choice in the area must succeed on a STR save DC12 or be pushed 5 ft. outside of it.
BONUS ACTIONS
Blessed Pool: You can expend one use of Channel Divinity to encourage your allies and heal them. Choose up to four creatures that you can see within of you. Each creature regains 2D6 HP.
Divine Sense: You can expend one use of Channel Divinity to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you are incapacitated, you know the location of any of those types within 60 ft. of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, similar in use as with the hallow spell.
Lay Hands (15 HP/Long Rest): Self or creature by touch. Spend HP to heal creature. Can also spend 5 HP from the pool to remove the Poisoned condition. These points can't also be spent to restore HP.
Blessed Pool: You can expend one use of Channel Divinity to encourage your allies and heal them. Choose up to four creatures that you can see within of you. Each creature regains 2D6 HP.
Divine Sense: You can expend one use of Channel Divinity to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you are incapacitated, you know the location of any of those types within 60 ft. of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, similar in use as with the hallow spell.
Lay Hands (15 HP/Long Rest): Self or creature by touch. Spend HP to heal creature. Can also spend 5 HP from the pool to remove the Poisoned condition. These points can't also be spent to restore HP.
SPELLCASTING
Attribute: CHA; Spell DC: 12; Spell Attack: +2; Prepared Spells: 4.
Always Available (1/Long Rest): divine smite, speak with animals
Cantrips (at will): druidcraft, elementalism, light, word of radiance
1st Level (3 slots): bless, cure wounds, detect magic, heroic, protection from evil and good, whelm weapon
Attribute: CHA; Spell DC: 12; Spell Attack: +2; Prepared Spells: 4.
Always Available (1/Long Rest): divine smite, speak with animals
Cantrips (at will): druidcraft, elementalism, light, word of radiance
1st Level (3 slots): bless, cure wounds, detect magic, heroic, protection from evil and good, whelm weapon
POSSESSIONS
bedroll, cartographers tools, chain mail, longsword, priest's pack, quiver of arrows x20, tent, traveler's clothes
Coinage: 12 GP.
bedroll, cartographers tools, chain mail, longsword, priest's pack, quiver of arrows x20, tent, traveler's clothes
Coinage: 12 GP.
OATH OF THE RIVER
The River Flows On: Forgiveness can be as sharp as any blade.
The River Quenches or Drowns: Judgment is reserved for those truly deserving it.
The River Quenches or Drowns: Judgment is reserved for those truly deserving it.
The River Rages: If I must battle, I will fight with all my passion and strength.
The River Seeks the Sea Always: I will not abandon my duty, especially when others are counting on me.
The River Seeks the Sea Always: I will not abandon my duty, especially when others are counting on me.
PSYCHOLOGY
Personality: Optimistic and cheerful.
Ideals: I am honest and true. I always keep my word, once given.
Bonds: I defend my friends and protect the innocent.
Flaws: I can sometimes be too trusting, taking what is said at face value.
Personality: Optimistic and cheerful.
Ideals: I am honest and true. I always keep my word, once given.
Bonds: I defend my friends and protect the innocent.
Flaws: I can sometimes be too trusting, taking what is said at face value.
--LM

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