Arator Windrunner (Level 18 Half-Elf Paladin/Warlock)
Ancestry: Half-Elf (Quel'dorei (Elf) / Human) | Culture: Mixed Culture (Artistic / Enlightened) | Background: Knight | Destiny: -- |
Size Medium | Movement 30 ft., 30 ft. climb, 30 ft. swim |
Languages Culture: Common, Thalassian | Background: Arathi | Warlock Patron: Quietish
Senses passive Perception 20, passive Investigation 20, passive Insight 20
Damage Resistances cold, force, psychic, radiant, shadow
Condition Immunities Frightened
Ancestry Features
Culture Features
- 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.
Background Feature
Knightly Regard
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
Proficiencies
◇ | Strength Saving Throw | +2 |
---|---|---|
● | Athletics | +8 |
◇ | Dexterity Saving Throw | +9 |
● | Acrobatics | +9 |
○ | Sleight of Hand | +3 |
○ | Stealth | +9 |
◆ | Charisma Saving Throw | +10 |
● | Deception | +10 |
● | Insight | +10 |
● | Intimidation | +10 |
● | Investigation | +10 |
● | Perception | +10 |
○ | Performance | +4 |
● | Persuasion | +10 |
◆ | Constitution Saving Throw | +8 |
◇ | Intelligence Saving Throw | +1 |
---|---|---|
● | Arcana | +7 |
● | History | +7 |
○ | Medicine | +1 |
○ | Nature | +1 |
● | Religion | +7 |
◆ | Wisdom Saving Throw | +7 |
○ | Animal Handling | +1 |
○ | Survival | +1 |
● | Artisan: Calligraphy Supplies |
● | Frontier: Herbalism Kit |
● | Gaming: Strategy Games |
● | Instruments: Plucked Strings |
All armor, shields | |
Simple weapons, martial weapons |
Proficiency Sources: Ancestry: Perception Culture: Calligrapher Supplies, Herbalism Kit, Plucked String Instruments, Religion Background: Acrobatics, Strategy Games Paladin Class: Athletics, Charisma Saving Throws, History, Wisdom Saving Throws Warlock Class: Arcana, Deception, Insight, Intimidation, Persuasion Intelligence Bonus: Investigation Feats: Constitution Saving Throws Downtime/Other: |
Class Features
Paladin (Oath of the Valkyrie) 6
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 5 times. When you finish a Long Rest, you regain all expended uses.
Lay on Hands (30/LR)
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 30 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 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 (Sacred)
Whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 2d8 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: Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.
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 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. You can expend a use of your Channel Divinity to fuel your spells. As a Bonus Action, you touch your holy symbol, utter a prayer, and regain 3 mana. You can use this feature twice. You regain all expended uses when you finish a Long Rest.
- Oath of the Valkyrie: Guardian Angel. You can use your Action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a Bonus Action. During it, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal an extra 6 holy damage to one target when you deal damage to it with an attack or a spell.
- Oath of the Valkyrie: Undying Victory. Your time to die is not now. Whenever you would be brought to 0 hit points, you can drop to 1 hit point instead. Until the end of your next turn, you cannot be brought to 0 hit points. At the beginning of your next turn, you must make a Constitution saving throw of DC
5 x the number of times you prevented damage in this manner
. On a failure, you are Incapacitated until the end of your turn.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Heraldic Sermon
- Castigation. You gain proficiency in the Intimidation skill. If you are already proficient in it, whenever you make an Intimidation check to intimidate those who have broken your oath within the last day, treat a roll of 7 or lower on the d20 as an 8.
- Devotion (Heraldic Homily). 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.
Aura
You are able to manifest an aura that aids you and your allies. Your aura has a radius of 10 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 +4 bonus to the saving throw.
Warlock (The Raven Queen) 12
Eldritch Blast: Eldritch Smite
Once per turn when you hit a creature with a melee weapon attack, you can ravage your target with an outburst of magic, causing the weapon attack to deal an extra 3d8 force damage.
Queen's Gift
You learn to speak, read, and write Quietish, and learn the message and thaumaturgy cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
Sentinel Raven
You gain the service of a spirit sent by the Raven Queen to watch over you. You gain the benefits of the Pact of the Chain feature, and can cast the find familiar spell without material components. Your familiar always assumes the form and game statistics of a raven.
While the raven is perched on your shoulder, you gain darkvision with a range of 60 feet (or increase your existing darkvision by 30 feet) and a bonus to your and to Wisdom (Perception) checks equal to your spellcasting ability modifier. While perched on your shoulder, the raven can't be targeted by any attack or other harmful effect; only you can cast spells on it; it can't take damage; and it is incapacitated. If it is slain by a creature, you gain Advantage on all attack rolls against the killer for the next 24 hours. The raven doesn't require sleep. While it is within 100 feet of you, it can awaken you from sleep as a Bonus Action.
Pact Boon
- Pact of the Blade. You can use your Action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
- Pact of the Chain (The Raven Queen). You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you must always choose the form of a raven. Unlike most familiars, yours is not subject to the Companions section of the Resurrection rules. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction. Your familiar's attacks use your spell attack modifier, and can deliver the damage from Eldritch Smite. Finally, when you use your action to use Eldritch Disruption, Eldritch Ray, or Eldritch Whip (or an Eldritch Invocation with one of them as a prerequisite,) your familiar can deliver the ability as if it had used it, using your spellcasting ability modifier. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the ability when you use it.
Soul of the Raven
You gain the ability to merge with your raven spirit. As a Bonus Action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your Action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your raven being perched on your shoulder. As an Action, you and the raven return to normal.
Queen's Embrace
Your link to the Raven Queen allows you to gift your foes with the touch of the Shadowfell. When you cast a spell that deals cold or necrotic damage, you can empower the spell with fell magics. A spell empowered in this way ignores resistance to cold and necrotic damage, and creatures with immunity to cold and necrotic damage take half damage instead.
Additionally, choose one of the following effects:
- You regain hit points equal to half the necrotic damage taken by one target of the spell.
- One creature who took cold damage from the spell is Chilled for a number of rounds equal to the level of the spell (minimum 1). A creature immune to cold damage instead has its movement speed reduced by 10 feet for the same duration.
You can use this feature 4 times, and you regain all expended uses when you finish a Long Rest.
Raven's Shield
The Raven Queen grants you a protective blessing. You gain Advantage on death saving throws, immunity to the Frightened condition, and resistance to cold and necrotic damage.
Contact Patron
In the past, you have usually contacted your patron through intermediaries. Now you can communicate directly; you know the contact other plane spell, and can cast it to contact your patron once without spending mana. When you use the spell in this way, you automatically succeed on the spell's saving throw. Once you cast the spell with this feature, you can't do so again until you finish a Long Rest.
Feats & Ability Score Increases
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Talents
Divine Lessons (Paladin): 3 | Invocations (Warlock): 12 | Feats: 0 |
Paladin
Inquisitor (Paladin)
You may instead choose to use your Charisma when making Investigation checks.
Truthseeker (Paladin)
You may instead choose to use Charisma when making Insight checks.
Heraldic Homily: Devotion (Paladin)
Choose a second option from the Heraldic Sermon class feature. You gain the benefits from it.
Warlock
Beguiling Influence (Warlock)
You gain proficiency in Deception and Persuasion.
Eldritch Elementalism (Warlock)
When you use your Eldritch Blast, you can spend 1 mana to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a Short Rest, your Eldritch Blast deals your choice of force damage or the chosen damage type.
Eldritch Hammer (Warlock)
When you deal damage with your Eldritch Smite, you may spend mana granted by your Pact Magic feature to knock the creature Prone. The mana cost varies depending on the creature’s size: 2 mana for Medium or smaller creatures, 4 mana for Large creatures, and 6 mana for Huge creatures. If you Flourish on the attack, reduce the mana cost of Eldritch Hammer by 2 mana.
Eldritch Sight (Warlock)
You can cast detect magic without spending mana.
Extraplanar Etiquette: Undead (Warlock)
You are familiar with the intricacies of undead creatures, and you have Advantage on Charisma checks made to interact with them or Intelligence checks to recall lore about them. Additionally, you gain proficiency in the Arcana skill.
Eyes of the Rune Keeper (Warlock)
You can read all writing. This ability doesn't decode secret messages in a text; you read the surface meaning and must rely on other capabilities to decode something.
Ghostly Gaze (Warlock)
As an Action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a Short Rest.
Lance of Lethargy (Warlock)
Once on each of your turns, when a creature takes damage from your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Lifedrinker (Warlock)
When you hit a creature with your pact weapon, the creature takes extra necrotic, radiant, or psychic damage equal to your spellcasting ability modifier (minimum 1).
Ominous Inquisition (Warlock)
You gain proficiency in Insight and Intimidation.
Otherworldly Leap (Warlock)
You are under the constant effects of the jump spell. This magical effect cannot be dispelled.
Whiff of the Beyond: Undead (Warlock)
You automatically know when any aberration, celestial, elemental, fey, fiend, or undead creatures have been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation unless it is undead. You have Advantage on Intelligence or Wisdom checks to track creatures you sense in this way. This is considered a magical divination ability.
Spells
Total Mana: Paladin: 10 | Warlock: 15 | Casting Stat: Charisma | Spell Attack: +10 | Spell DC: 18 | Prepared Paladin Spells: 7 | Known Warlock Spells: 11 | Spell List: Paladin / Soulpriest |
Cantrips
- Crusader Strike
- Guidance
- Message [Patron]
- Resistance
- Thaumaturgy [Patron]
- Toll the Dead
1st-Level Spells
- Paladin Oath Spell: Feather Fall
- Paladin Oath Spell: Flash of Light
- Patron Spell: Ice Knife
- Patron Spell: Sanctuary
- Ritual: Find Familiar [Pact of the Chain]
- False Life [Warlock]
2nd-Level Spells
- Paladin Oath Spell: Healing Spirit
- Paladin Oath Spell: Wither and Bloom
- Patron Spell: Frost Fingers
- Patron Spell: Locate Object
- Restoration [Warlock]
- Spirit Link [Warlock]
3rd-Level Spells
- Patron Spell: Feign Death
- Patron Spell: Spirit Guardians
- Death Coil [Warlock]
- Remove Curse [Warlock]
- Seal of Radiance [Warlock]
4th-Level Spells
- Patron Spell: Blizzard
- Patron Spell: Locate Creature
- Freedom of Movement [Warlock]
- Holy Light [Warlock]
5th-Level Spells
- Patron Spell: Communue with Dead
- Patron Spell: Cone of Cold
- Ritual: Contact Other Plane [Contact Patron]
- Holy Weapon [Warlock]
- Negative Energy Flood [Warlock]
- Sunfire [Warlock]
Maneuvers
Total Focus: 7 | Maneuver Stat: Dexterity | Maneuver DC: 17 | Paladin Maneuvers: 3 (+2 martial adept) | Traditions Known: Determination, Juggernaut, Templar |
Companions / Familiars
Snow (Familiar)
Tiny Beast, Unaligned
Armor Class 12 (natural armor)
Hit Points 2 (1d4)
Speed 10 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
2 (-4) | 14 (+2) | 10 (+0) | 5 (-3) | 13 (+1) | 6 (-2) |
Skills Perception +3
Senses: passive Perception 13
Languages -
Traits
Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Notable Items
Weapons & Armor
Hopebringer, +3 (Attunement II)
Attack: +13 | Damage: 2d6 + 7 slashing damage plus 3d10 holy damage |
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The sword deals an extra 3d10 holy damage to any creature it hits.
Unbreakable Will. While attuned to the Ashbringer, you have resistance to fire, holy, and necrotic damage, and you can't be Charmed or Frightened. Additionally, you gain the additional Flaw: "I cannot abide evil, no matter the face it takes."
Ashbringer's Light. While wielded, this greatsword sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. The light can be suppressed by its wielder without any additional action, but not while it is within 100 feet of a fiend or undead.
Ashes to Ashes. If you damage a fiend or undead with holy damage while wielding this weapon, they begin Burning. This burning effect deals holy damage and has a save DC of 17. Fiends and undead reduced to 0 hit points by this weapon or while burning by its effect are turned to ash. Items they are wearing are unharmed.
Wake of Ashes. You can spend a flourish with this weapon to cause its radiant light to splash outwards, smiting foes caught in its wake. Creatures of your choice in a 15-foot cone must make a DC 17 Dexterity saving throw. A creature takes 3d10 holy damage on a failed save, or half as much damage on a successful one. The cone must target the creature you hit with the triggering attack.
Sentience. The Hopebringer is a sentient, lawful good item with an Intelligence of 25, a Wisdom of 25, and a Charisma of 30. It has hearing and truesight to a range of 120 feet, and can understand all languages. The sword rarely communicates, but when it does, it speaks telepathically through celestial resonance similar to chimes, the meaning of which is understood regardless of the languages the wielder understands. The sentience within the Ashbringer is A'dal, a powerful naaru. Through subtle influence, he urges its wielder to uphold the virtues of the Light: Compassion, Holiness, Justice, Protection, and Retribution.
Half Plate of Judgement (Attunement II)
While you are attuned to this armor, the range of your Paladin auras is doubled. Additionally, when you roll a 1 on a fire or holy damage die or a die you roll while using magic to restore hit points to a creature, you may reroll the die and take the new result.
Jewelry & Accessories
Gloves of Missile Snaring (Attunement I)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier
, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.