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All things Duran

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Ryuforce:
Duran Crasin
Dragonborn Paladin

Age: 20
Dragonborn Type: Brass
Height: 6 ft, 5 inches
Weight: 296 lbs
Languages: Common, Dragonic, Dwarvish, and Halfling

Female Duran:



Male Duran:


Backstory

Born within a temple of Aircame, Duran's parents were worshipers of the faith. While shocked to find their child so misformed and born a Dragonborn, they choose to leave it to the temple to take care of their child. Only a few weeks old when the decision was reached but it would be the last time he had laid eyes on them.

Still the temple at the least gave the child a better chance then most would. Raising Duran up as both a worshiper but also an acolyte for their ceremonies. It wasn't necessary a hard life but it wasn't much of one either as few things were there to do for the dragonborn whom was told never to leave the temple. All he knew of the world outside those walls was that of rumor and tales talked between the clerics and acoyltes of the temple itself. But one of their tales of a Paladin always caught his interest. when brought up. A hero of Aircame who was not quite like the others. A paladin who went by the name...

Yazgash.

This half-orc, different from other talked about paladins stood against several great and dark forces with utmost courage and steadfast determination. Whether it was against a dragon, gnolls, minotaurs, or even a very Starspawn itself, the rumors he heard told of how she brought the will of Aircame down on their wicked skulls. Few in Duran's eyes felt like they could even match the heroic feats that this Paladin was capable of and as thus inspired him throughout the years.

Studying when he could and between his chores, Duran attempted to learn all he could about the codes of the Paladin that were written in the books. Here and there he would take random advice and for training he saught to learn from the lessons taught to the clerics. The idea of being a Paladin just like Yazgash consumed the mind of the young dragonborn for years as it was possibly the only hobby he could even inspire to do.

On that faithful day, a voice in his head or perhaps a delusion felt like the call to action he needed. Duran with what little he own and the rest borrowed from the temple, (which he intends to pay back) he suddenly set off one night out of the temple. For the first time, seeing the world pass it's temple grounds and walking off into the forest to finally live out his desire to become a Paladin of Aircame's Light. Something he felt he could no longer do while within the confines of the only place he once knew anything about.

Ryuforce:
Unique Equipment

Chainmail Anklet - Wearing this Anklet is the same as wearing a full set of chainmail armor!
Multi Ax - A cool weapon that shifts between one of four forms at the cost of an action per form change. Charm, hand ax, battle ax, and great axe!
Latisha's Tin Box - The metal tin has two compartments, While Duran is thin, one contains a small piece of a freshly baked sweet layered cake {Tiramisu} that when consumed causes Duran to become plump once more. While Duran is plump opening the box reveals the other compartment contains dry journey bread that when consumed, unplumps Duran. The box can only be used once a day.

Prepared Spells

Oath Spells Shield, Protection from Good and Evil
 
Cha Mod + Half Paladin levels. (5)

1st Level Spells - Cure Wounds, Bless, Divine Favor, Shield of Faith, and Heroism

Paladin/Dragonborn Abilities

Oath of the Shield, Dragon Breath, Divine Smite, Divine Health, Lay on Heads, Divine Sense, Shelter of the Faithful, Fighting Style - Dueling,

Paladin Spell List

1st Level List - Bless, Command, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Heroism, Protection from Evil and Good, Purify Food and Drink, Shield of Faith.



Quick Spell Notes:
Spellcasting Ability = Charisma
Spellcasting Focus = Holy Symbol
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ryuforce:
Character Sheet
See ATTACHMENT ON FIRST PAGE for Duran's Character Sheet

Other Equipment
Morningstar +1- 4 lbs
Shield - 6 lbs
Sickle - light - 2 lbs
Priest Pack
Chainmail - 55 lbs
Holy symbol
Prayer Book
Backpack
Blanket
10 Candles
Tinderbox
Alms box
2 blocks incense
5 sticks of incense
censer
2x Vestments
Common Cloths - 3 lbs
belt pouch
Crystal Knob from a door

140 GP
125 SP
326 CP
2x Obsidian Gems (10 GP each)

5 days ration
waterskin

Money in Alms Box

* 10 GP

Ryuforce:
Oath of the Shield
Tenants:

You are the Shield: You stand between the Darkness and Light. You must bear burdens so that others may be spared.

The Shield before the Sword: If mercy can be granted it should be, if a foe can be redeemed she should be, turning darkness into light is a high calling.

Always show your arms: Speak your mind, speak the truth, and take all consequences for doing so. Your honor is always on display, act to preserve it.

Polish the shield: A broken shield protects no one. You must maintain yourself through rest, healing, and even pleasure.

Oath spells:

3rd: Shield, Protection from evil and good
5th: Hold Person, Mirror Image
9th: Protection from Energy, Counterspell
13th: Stoneskin, Fire Shield
17th: Geas, Hold monster

Channel Divinity:

Challenge of the shield: You can use your Channel Divinity to cause a foe within ten feet you can see to become focused on you.  The creature must pass a Wisdom or Charisma save (it's choice) or become focused on you. If it makes any attack roll against any target but you it suffers disadvantage on those attack rolls. It may repeat this saving throw at the end of each of it's turns. On a success it's focus returns to normal.

Shield of dazzling light: You can use your channel Divinity to wrap an ally in a shield of dazzling lights in a ten foot radius. Your allies suffer no ill effects from standing within the shield, but any opponent who approaches must make a wisdom saving through to enter the area of the shield. On a failed save they must stay outside of the shield and their movement ends. On a successful save they can move inside, but suffer disadvantage on their next attack roll.

Oath Abilities:

Aura of the shield:
Beginning at 7th level you may project an aura of defense. You and friendly creatures within ten feet of you have resistance to damage from spells.
At 18th level the range of this aura increases to 30 feet.

Greater Challenge:
Starting at 15th level you may effect all enemies within 10 feet, or two enemies you can see within 50ft when you use your challenge of the shield. Alternatively you may only effect one target within 10 feet of you without expending your channel divinity. Once a foe has been effected once that foe may not be effected by the challenge of the shield for 24 hours.

Black Shield Champion:
At 20th level you may assume the mantle of the Champion of the Black Shield. Power flows into you and you may feel a divine presence inside you guiding your blade and actions.
Using your action, you become a super heroic champion. For 1 minute you gain the following benefits.
•   At the start of each turn you regain 10 hit points
•   You may cast healing spells with a casting time of one action as a bonus action instead.
•   You automatically know the alignment of any person whom you attack or whom attacks you
•   Enemies within 10 feet of you have disadvantage on saving throws against channel divinity powers or paladin spells you cast.
•   You may take an action to make a cleansing strike. A cleansing strike does no damage to a non-evil target, and has advantage on the attack roll made to an evil target. If this attack reduces an evil target to zero hit points they are cleansed of evil and rendered incapable of their previous evil deeds.

Once you use this feature you may not use it again until you finish a long rest.

Ryuforce:
Duran's Spells and Moves Detail

For the sake of convenience and being easy to look up every spell, move, or tech a Dragonborn Paladin can do. I'll list them all over here. Note. This will not be all the spells Duran can use at any given moment. Just all the possible ones he can pick.

Race Skills

Dragon Breath - (Fire) 5 by 30 ft. Line (Dex Save) (Saving DC: 8+con+prof=12)
Failed: 2d6, Success: Half Damage
The damage is increased to 3d6 at level 6, 4d6 at level 11, and 5d6 at 16th level. After breath weapon is used, can't use it again until Duran completes a short or long rest.

Class/Profession Skills

Divine Sense - As an action and until the end of Duran's next turn. Know the location of any celestial, fiend, or undead within 60 feet of Duran that is not behind total cover. Within the 60 ft also detect any place or object that has been consecrated or desecrated as with the Hallow spell. Can use this feature a number of times equal to 1 + Cha Mod (4 times). Regain all uses after a long rest.
Note: Duran will know the type (celestial, fiend, undead) of creature but not identify details such as Vampire Count Elizabeth Alamosa the Ex Orge.

Lay On Hands -  Duran has a pool of healing power that replenishes when he takes a long rest. That pool can be used to restore HP equal to Paladin Level x 5 (Current: 20). As an action, touch a creature and draw power to heal the creature up to the maximum amount of HP remaining from this pool. Alternatively, spend 5 HP form the pool to cure target creature of one disease or neutralize one poison affecting the creature. Can cure multiple diseases/poisons this way on one use of Lay On Hands by spending 5 HP each on them. Has no effect on Undead or Constructs.

Divine Health - The Divine magic flowing though Duran makes the dragonborn immune to disease

Divine Smite - When Duran hits a creature with a melee weapon attack, Duran can spend a spell slot to deal radiant damage to the target in addition to the weapon's damage. Bonus damage is 2d8 for 1st Level spell slot, Plus 1d8 for each spell level higher than first to max of 5d8. Damage deals 1d8 more if target is undead or fiend.

Fighting Style/Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Shelter Of The Faithful - Duran commands some respect of those that follow Aircame and thus can perform religious ceremonies for Aircame. Duran and his adventuring companions can expect free healing and care at a temple, shrine, or other established presence of his faith BUT must provide material components needed for spells. Those that believe in Aircame will support Duran (and only Duran) at a modest lifestyle.
Duran can be part of a temple and when near it, call upon assistance from the priests there. So long as it's not hazardous and he's in good standing with that temple.

Paladin Spells

Oath Spells List

Blue Oath Spells are currently usable!

Shield
1st-level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell.
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. (Cause screw you, magic missile)

Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Hold Person
2nd-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of it's turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Higher Levels - When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Mirror Image
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll 8 or higher, one duplicate is 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Protection from Energy
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Counterspell
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell.
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, it's spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Higher level - When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if it's level is less than or equal to the level of the spell slot you used.

Stoneskin
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (Diamond dust worth 100gp, which the spell consumes)
Duration: Concentration up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.

Fire Shield
4th-level Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d6 cold damage from a cold shield.

Geas
5th-level Enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
Higher Levels (Note: Paladins can not achieve this) - When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When yo ucast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.


Hold Monster
5th-level Enchantment
Casting Time: 1 action
Range: 90 Feet
Components: V, S, M (A small, straight piece of iron)
Duration: Concentration up to 1 minutes
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on the undead. At the end of each of it's turns, the target can make another Wisdom saving thrown. On a success, the spell ends on the target.
Higher level (Note: Paladins can not do this) - When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.



1st Level Spells List

Bless
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Command
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cure Wounds
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Evil and Good
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divine Favor
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Heroism
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Protection from Evil and Good
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Purify Food and Drink
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Shield of Faith
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

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