Uther Menethil (Level 17 Human Paladin)

Ancestry: HumanCulture: Mixed Culture (Artistic / Imperial)Background: NobleDestiny: Devotion / Enlightenment | Excellence (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
18 (+4)8 (-1)16 (+3)8 (-1)10 (+0)20 (+5)
Hit Points: 157Proficiency Bonus: +6Size: MediumMovement: 40 ft.

Languages: Culture: Common, Arathi, Dwarvish, Zandali | Background: Thalassian | Prodigy: Draenic, Darnassian, Orcish
Senses: Darkvision 60 ft., Passive Perception 16, Passive Investigation 21, Passive Insight 22
Resistances: Fire

Ancestry Features

Feat. You gain the Mounted Combatant feat.
Skill. You gain proficiency in the Perception skill.
Paragon Trait: Determination. You are filled with a determination that can draw the unreachable within your reach. When you make an attack roll, an ability check, or a saving throw, you can do so with Advantage. You can use this trait 6 times, and you regain all expended uses of it when you finish a long rest. If your roll on one of the d20s is a natural 20, you regain one expended use of this ability.

If you are below half of your maximum hit points when you use your final use of this ability, you may instead treat the result of the d20 roll as a natural 20 instead of rolling Advantage. If you do, you do not regain the expended use of this ability.
Paragon Trait: Blood of Kings (Ancestral Exemplar). Across the multiverse, humanity finds itself at the center of many legends, empires, and prophecies. You gain the following benefits:
  • Choose an additional Destiny. You may gain the benefits of two Fulfillment Features from Destinies you have fulfilled.
  • You may hold an additional number of inspiration equal to your proficiency bonus.

Culture Features

Muse. When you finish a long rest, you may name a specific creature as your muse. Depending on your relationship with that creature, gain the following effects:
  • If your muse is a creature controlled by another player, you gain inspiration when your muse rolls a 20 on an attack, ability check, or saving throw while you can see or hear them.
  • If your muse is a concept or friendly or indifferent creature not controlled by another player, you gain inspiration when you roll a 20 on an attack, ability check, or saving throw.
  • If your muse is a hostile creature, you gain inspiration when you see or hear that creature.
You may still gain this inspiration even if you already have 3. If you do not use it before you finish your next long rest, the inspiration is lost. Once you gain inspiration from this feature, you cannot do so again until you finish a long rest.
Unity of Purpose. As long as you are within 30 feet of a friendly creature, you have Advantage on saving throws you make to avoid or end the Charmed or Frightened condition on yourself.
Conscript. You can read, speak, and write Zandali and Dwarvish.

Background Feature

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, and these individuals allow you to live a comfortable lifestyle without having to pay for it.

Destiny Features

Source of Inspiration

Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Examples include complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.

Shedding Burdens. The path to Enlightenment is difficult, and often the death of one's Ego and desire. You gain inspiration whenever you sacrifice comfort, convenience, or desire for the purposes of reaching Enlightenment. Examples include sparing a creature who killing would be simpler, abstaining from vices at great sacrifice, refusing to lie, cheat, or steal when doing so would offer great wealth or success, or sacrificing a large amount of wealth or assistance to those in need.

Failure is the Best Teacher. Every failed attempt is a chance for growth, and make your breakthroughs shine brighter. You gain inspiration whenever the DM calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1 or a natural 20.

Inspiration Features

Selfless Sacrifice. You do not hesitate to put yourself in danger to save others. When a creature within 5 feet of you is hit with an attack or fails a saving throw against a spell or effect that targets only them, you can spend an inspiration to change the target of the attack or effect to you. The attack automatically hits you, and you automatically fail the saving throw against the spell.

Mantra. You have developed a phrase or action which, by repeating, allows you to center yourself. At the beginning of your turn, you may spend inspiration to make a saving throw against any spell or ability which allows you to save at the end of your turn to end early, or any spell or ability which is causing you to be charmed, frightened, or turned. If the saving throw is a success, the spell or effect is removed before any negative consequences happen on your turn.

Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll.

Fulfillment Feature: Miraculous Revival

Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. The next time you die from a cause other than old age (including if dying caused you to earn this feature), you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you— climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in.

After you have been revived in this way, you gain advantage on death saving throws.

Proficiencies

Strength Saving Throw+4 (+9)
Athletics+10
Dexterity Saving Throw-1 (+4)
Acrobatics-1
Sleight of Hand-1
Stealth-1
Charisma Saving Throw+11 (+16)
Deception+5
Intimidation+11
Investigation+11
Performance+11
Persuasion+17
Constitution Saving Throw+9 (+14)
Intelligence Saving Throw-1 (+4)
Arcana-1
History+5
Nature-1
Religion+5
Wisdom Saving Throw+6 (+11)
Animal Handling0
Insight+12
Medicine+0
Perception+6
Survival+0
Gaming: Strategy Games
 All armor, shields
 Simple weapons, martial weapons
Proficiency Sources:
Ancestry: Perception
Culture: Intimidation
Background: Strategy Games, History
Paladin Class: Charisma Saving Throws, Wisdom Saving Throws, Athletics, Religion, Insight (Inspiring Devotion), Persuasion (Inspiring Devotion), Performance (Heraldic Sermon)
Feats: Constitution Saving Throws, Investigation (Prodigy)
Downtime/Other:


Class Features

Paladin (Oath of Redemption) 17

Divine Sense

When you finish a long rest, choose three creature types from the following list: aberrations, celestials, elementals, fey, fiends, or undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number or location. As an Action, you can briefly enhance your senses to learn the location and number of any creatures of your chosen types within 60 feet of you until the end of your next turn.

Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell.

You can use this feature 6 times. 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 of 85 hit points. As a Bonus 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 produce one of the following effects.

  • Healing Touch. You 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.
  • Cleansing Touch. One spell or condition affecting the target ends.
  • Crusader’s Blessing. The target gains Advantage on the next weapon attack it makes within the next hour, and deals an extra 1d8 radiant damage.
  • Iron Will. The target gains Advantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next hour.

This feature has no effect on undead and constructs.

Divine Smite (Sacred)

Whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 5d8 holy damage. The damage increases by 1d8 if the target is one of the creature types you chose for Divine Sense. You can use this feature 6 times, and regain spent uses upon finishing a long rest.

Fighting Style: Vigorous Fighting

When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

  • Harness Divine Power. As a Bonus Action, you touch your holy symbol, utter a prayer, and regain 6 mana. You can use this feature two times. You regain all expended uses when you finish a long rest.

Oath of Redemption: Channel Divinity

You have the following two additional Channel Divinity options:

  • Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a Bonus Action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your Reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes holy damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Heraldic Sermon

Your oath has so inspired you that your words seem to be imbued with magic when you talk about it.

  • Devotion. You gain proficiency in the Persuasion skill. If you are already proficient in it, whenever you make a Charisma (Persuasion) check to convince a creature to act according to your oath, treat a roll of 7 or lower on the d20 as an 8.
  • Evangelism (Heraldic Homily). You gain proficiency in the Performance skill.

Aura

You are able to manifest an aura that aids you and your allies. Your aura has a radius of 20 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest.

  • Aura of Clarity. You and friendly creatures within range cannot be Charmed.
  • Aura of Courage. You and friendly creatures within range cannot be Frightened.
  • Aura of Resistance. Whenever you or a friendly creature within range must make a saving throw, the creature gains a +5 bonus to the saving throw.

Oath of Redemption: Aura of the Guardian

You can shield others from harm at the cost of your own health. When a creature within your aura takes damage, you can use your Reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Inspiring Devotion

You can draw upon your oath for extra assistance in social situations.

  • Reveal Heresy. You gain proficiency in the Insight skill. Whenever you catch a creature in a lie, or committing an act in direct opposition to your oath, you may declare them a heretic as a Reaction. You have Advantage on the next attack roll, ability check, or saving throw you make against that creature within the next minute. Once you have used this feature you can’t do so again until you finish a short or long rest.
  • Truth of Conviction (Steadfast Devotion). You gain proficiency in the Persuasion skill. Whenever you or an ally that can hear you fails a Charisma check while telling the truth, you can use your Reaction to make the check a success instead. Once you have used this feature you can’t do so again until you finish a short or long rest.

Improved Aura

You gain a more powerful aura that is active alongside your basic Aura. The range of this aura is the same, and you can only have one Improved Aura active at a time. You can swap your active improved aura upon finishing a long rest.

  • Aura of Healing. Whenever you or a friendly creature inside the aura restores hit points to another creature inside the aura, both creatures regain 5 hit points.
  • Aura of Overcoming. Weapon attacks made by allies within your aura are considered magical for the purpose of overcoming damage resistances and immunities.
  • Aura of Smiting. Whenever you or an ally within your aura scores a critical hit with a weapon attack, the target takes an extra 5 holy damage.

Divine Warrior

Each of your strikes is infused with divine might. Whenever you hit a creature with a melee weapon attack, you deal an extra 1d8 holy damage.

Protective Spirit

A holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren't Incapacitated.

Celestial Alignment

You gain the ability to channel great power through your touch based on your alignment. As a Bonus Action, you can expend 60 hit points from your pool of healing from Lay on Hands to cast one of the following spells. You must be within 1 step of the alignment in order to use the option associated with it.

  • Good. You cast heal on yourself or a creature within 5 feet of you.
  • Law. You cast globe of invulnerability on yourself or a creature within 5 feet of you.
  • Neutral. You cast primordial ward on yourself or a creature within 5 feet of you.

Feats & Ability Score Increases

  • Level 4 Paladin:
  • Level 8 Paladin:
  • Level 12 Paladin:
  • Level 16 Paladin:

Talents

Divine Lessons (Paladin): 9Feats: 1

Paladin

Divine Health (Paladin)

You are immune to disease.

Divine Vision (Paladin)

You gain darkvision to a range of 60 feet. In addition, you always have the see invisibility spell prepared and can cast it without expending a spell slot. Once you do, you can’t cast it in this way again until you finish a long rest. When you cast it in this way, you can only perceive creatures of the types chosen by Divine Sense.

Exemplary (Paladin)

When your party makes a group Acrobatics or Athletics check, you may apply your result to yourself and one ally after seeing the results of all rolls. If you roll a natural 20 on the check, you may apply your result to yourself and 5 allies.

Heraldic Homily (Paladin)

Choose a second option from the Heraldic Sermon class feature. You gain the benefits from it.

Inquisitor (Paladin)

You gain proficiency in the Investigation skill. If you already have it, you can instead choose to use your Charisma when making Investigation checks.

Steadfast Devotion (Paladin)

Choose a second option from the Inspiring Devotion class feature. You gain the benefits from it.

Truthseeker (Paladin)

You gain proficiency in the Insight skill. If you are already proficient in it, you may instead choose to use Charisma when making Insight checks.

Righteous Path (Cleric)

Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You can also use an Action to sense if there are traps within 30 feet, but not the location or nature of the traps.

Feats

Acquired Knowledge (Adept)

Choose any combination of three languages or tools you are not proficient with. You become proficient with all three.

Spells

Total Mana: 57Casting Stat: CharismaSpell Attack: +11Spell DC: 19Prepared Spells: 13

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

4th-Level Spells

Maneuvers

Total Focus: 11Maneuver Stat: StrengthManeuver DC: 18Paladin Maneuvers: 5Traditions Known: Cavalry, Determination, Teamwork

Notable Items

Light's Vengeance | Maul (Attunement II)

Attack: +11Damage: 2d6 + 5 bludgeoning damage

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As an Action while holding the weapon, you can make your voice carry clearly out to 300 feet until the end of your next turn.

Libram of Justice (Attunement II)

The Five Librams, guarded by the Silver Hand are the magically-imbued tomes that were originally penned by Saint Mereldar thousands of years ago. They were magically restored and enchanted by Archbishop Alonsus Faol, and then entrusted to the Five Fingers of the Gauntlet so that they may exemplify the tenents of their order.

The Libram of Justice's pages delve into the truth of the meaning of the word, and act as a humble reflection on the self-worth of one who would consider themselves a judge. It was originally granted to Saint Uther the Lightbringer. After his death, it was passed on to King Arthas Menethil of Lordaeron, who assumed his place of leadership within the Knights of the Silver Hand.

A heavy clasp, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. A chaotic creature that tries to read from the book takes 24d6 holy damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.

Benefits granted by the Libram of Justice last only as long as you strive to exemplify what Justice means. If you fail to perform at least one just act within the span of 10 days, if you willingly perform an unjust act, or you unattune to the tome, you lose all the benefits granted by the book.

Truth Bearer. After you've spent the requisite amount of time reading and studying the book, you gain proficiency in the Insight skill. If you already have proficiency, you gain expertise in the Insight skill instead. Additionally, you may cast the zone of truth spell at will.

Pursuit of Justice. After you've spent the requisite amount of time reading and studying the book, your movement speed increases by 10 feet, and you can't be Blinded, Deafend, Petrified, or Stunned.

Increased Wisdom. After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.

Enlightened Magic. Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.

Halo. Once you've read and studied the book, you gain a protective coronet. This crown-like halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with Disadvantage.

Amulet of Proof against Detection and Location (Attunement I)

While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Cloak of Billowing

While wearing this cloak, you can use a Bonus Action to make it billow dramatically.

Gem of Brightness

This prism has 50 charges. While you are holding it, you can use an Action to speak one of three command words to cause one of the following effects:

  • The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the command word or until you use another function of the gem.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

Hearthstone (Attunement I)

Hearthstones are rare magical artifacts that enable one to travel back to where they feel most at home. By holding the stone in your hand and speaking the command word, you may cast the astral recall spell, affecting only yourself. Once the spell has been used in this way, it cannot do so again for 7 days.