Ash the Clanless

Description:
Male Silver Dragonborn
NG Medium Humanoid
Class: Paladin (Oath of Vengeance)
Level: 9
Height: 6’3", Weight: 232
Hair: None, Eyes: Gold, Skin: Silvery Grey
Age: 15
Background: Knight of the Order
Passive Perception: 11, Passive Investigation: 10
Ability Score Modifier Saving Throw
STR 10(19) + 0 ( + 4) + 7
DEX 10 + 0 + 3
CON 17 + 3 + 6
INT 10 + 0 + 3
WIS 13 + 1 + 8
CHA 16 + 3 + 10
AC: 21
Armor Worn: Adamantine Plate, + 1 Shield
Initiative: + 0
Speed: 30
Proficiency: + 4
Hit Points: 115
Hit Dice: 9d10
Number of Attacks: 2
Weapon Attack Bonus Damage Range Notes
Dagger + 8 1d4 + 4 piercing 20/60 Finesse, Light, Thrown
Flame Tongue Longsword + 8 1d8 + 4 slashing plus 2d6 fire Versatile
Unarmed + 8 5 bludgeoning
Handaxe + 8 1d6 + 4 slashing 20/60 Light, Thrown
Skill Name Total Ability Proficiency Temp.
Acrobatics + 0 DEX ( 0 ) + 0
Animal Handling + 1 WIS ( 1 )
Arcana + 0 INT ( 0 )
Athletics + 8 STR ( 4 ) + 4
Deception + 3 CHA ( 3 ) + 0
History + 0 INT ( 0 )
Insight + 1 WIS ( 1 ) + 0
Intimidation + 3 CHA ( 3 ) + 0
Investigation + 0 INT ( 0 ) + 0
Medicine + 5 WIS ( 1 ) + 4
Nature + 0 INT ( 0 ) + 0
Perception + 1 WIS ( 1 ) + 0
Performance + 3 CHA ( 3 )
Persuasion + 7 CHA ( 3 ) + 4
Religion + 4 INT ( 0 ) + 4
Sleight of Hand + 0 DEX ( 0 ) + 0
Stealth + 0 DEX ( 0 ) + 0
Survival + 1 WIS ( 1 ) + 0
FEATS
Tough
Other Proficiencies
Tools: Dragonchess Set
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Languages: Common, Draconic, Elvish
GEAR
Dagger, Flame Tongue Longsword, Handaxe, Adamantine Plate, + 1 Shield, Bag of Holding, Gauntlets of Ogre Power, Necklace of Adaptation, Bedroll, Bit and Bridle, Chalk, Climber’s Kit, Fine Clothes, Dragonchess Set, Healer’s Kit, Holy Symbol (Amulet), Holy Symbol (Emblem), Bullseye Lantern, Mess Kit, 3 Flasks Oil, 2 Pouches, 50’ Silk Rope, Military Saddle, Signet Ring, 2-Person Tent, Waterskin, Whetstone
Total Weight Carried: 101/285 lbs.
Current Cash: 85 gp, 3 sp, 7 cp
SPECIAL ABILITIES
Adamantine Plate
Critical hits against you become normal hits.
Aura of Protection ( + 3, 10 feet)
Allies within range gain a bonus to saving throws equal to your Cha bonus.
Breath Weapon
3d6 Cold, 15’ cone, Con save, 1/short rest, DC 15
Channel Divinity: Abjure Enemy (DC 15 Wis)
Action to cause creature within 60 feet to save against fear.
Channel Divinity: Vow of Enmity
Gain advantage on attack rolls against one opponent for 1 minute.
Damage Resistance (Cold)
You take half damage from cold attacks.
Divine Sense (4/long rest)
Action to know the location and type of celestials, fiends, and undead within 60 feet.
Divine Smite
Expend a spell slot to deal extra radiant damage on a melee attack.
Lay on Hands (45 damage)
Touch a creature to heal damage, cure disease, or neutralize poison.
Protection
Use reaction when wielding a shield to impose disadvantage on attack vs ally within 5 feet.
Relentless Avenger (4/day)
When you hit an opponent with an attack of opportunity, you may move up to half your normal movement as part of the same reaction.
Tough
Gain 2 extra hit points per level.
SPELLS (Paladin)
Spell Attack: + 7
Spell Save DC: 15
1st Level
Bane, Command, Cure Wounds, Hunter’s Mark, Thunderous Smite
2nd Level
Find Steed, Hold Person, Misty Step
3rd Level
Aura of Vitality, Elemental Weapon, Haste, Protection from Energy, Revivify
ROLE PLAYING
Personality Traits
Lost – “I’m slow to make new friends which is a problem as I’ve lost too many.”
Problems – “If I have a problem I tackle it head on. The best path to success is one that is simple and direct.”
Ideals
Greater Good – “My responsibility in life is to defend the lives of others, even if that means losing my own.”
Bonds
Fight – “There are those that cannot defend themselves; for them I fight.”
Flaws
Wrong – “I hate admitting when I am wrong.”
Benefit
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 those 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 skills are undeniably suited for battle, so now you fight on in a different way.
Bio:

Ash the Clanless

Legends of Thassilon kerkuta Godrock