Trained to be a paladin of Esus, yet tortured by the memory of her first betrayal.
|Race: Demonspawn||Class: Paladin||Sacred Oath: Oath of the Crown/Sentinel of Esus||Diety: Esus||Origin: Elohim Empire||Level: 5||Alignment: Lawful Evil|
|Strength||20||+5 / carry : 60/120/240 pounds|
|Luck||14||+2 / Luck-based Advantages Per Level: 2|
|Save Proficiencies||Wisdom, Charisma|
|bludgeons, one handed|
|bludgeons, two handed|
Paladin Spells Prepared
|Spells, 1st Level||Spells, 2nd Level||Spells, 3rd Level|
|Cure Wounds||Lesser Restoration|
|Protection From Evil and Good||Branding Smite|
|Purify Food and Drink|
*These spells do not have to be prepared, and act as always being prepared, though still require a spell slot
|Zone of Truth|
|Prepared Spells||5th: 6|
|Spell Slots||5th: 4/2|
|Spell Save DC||15|
|Divine Health||Immune to disease.|
|infernal sense||as an action, you know the location of any celestial, fiend, or undead type within 60’ and not behind total cover, until the end of your next turn. You know the type of being, but not its identity. You can also detect the presence of any place or object that has been consecrated or desecrated. 1+CH modifier uses between long rests.|
|wasting touch||as an action, cause up to 5 points necrotic damage per paladin level upon touching a living creature (melee spell attack required if target is actively defending). Alternately, expend 5 points to inflict disease or poison the creature (or both for 10). Victim gets a CN save vs. paladin Spell Save DC. Poisoned status lasts 1 hour per paladin level. Expended points are recovered after a long rest|
|shadow smite||as a bonus action, expend a spell slot to deal +2d8 psychic damage on a melee weapon hit, +1d8 per slot level above 1st to a maximum of 5d8.|
|FS: Protection||When a creature you see attacks a target within 5 feet, you can use your reaction to impose disadvantage on the attack roll. Must be wielding a shield.|
|Extra Attack||May attack twice on the Attack Action|
|Darkvision 60||you can see in dim light as if it were bright light, and in darkness as if it were dim light|
|Hellish Resistance||you have resistance to fire damage|
|Thaumaturgy||you know the thaumaturgy cantrip (unlimited castings)|
|Conceal||you know a minor cantrip allowing concealment of infernal features including eye color, horns and tail (unlimited castings). The spell requires concentration but otherwise can be maintained for 12-16 hours per day without strain. Close inspection (WIS (Insight) or INT (Investigation) or PER (Scout) vs. Spell Save DC) or true seeing ability will unmask you|
|Shadow Step||when in dim light or dark, as a bonus action you can teleport up to 30’ to any unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack made before the end of your turn. This ability is regained at the end of a long rest.|
|Darkness||cast the darkness spell once between each long rest|
Oath of the Crown Features
|Channel Divinity||Can now use the 3 following options; Refreshes after Short OR Long Rest|
|Turn The Tide (Light)||Counterpart to Tides of Doom||As a bonus action while in light, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.|
|Tides of Doom (Shadows)||Counterpart to Turn The TIde||As a bonus action while in shadows, you can injure enemies with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you suffers necrotic damage equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.|
|Champion Challenge||You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.|
Spell Slot Table
Languages: Common, Elohim, Infernal
Phobias: Fear of Being Disarmed
|Steel Plate Armor/Half-Plate/Breastplate||65/45/20|
|splint mail, bronze||75|
|1+ Magic Shield||6|
|+2 Battle-Axe, Adamantium||Inscription: Kanlore of Underhome / May his just rule see the defeat of Mulcarn’ from ‘King Arz-na’Graoin of the Luchuirp|
|pole-scythe, iron (2d4-1(slashing)/heavy/versatile(1d12-1))||8||10ft|
|short sword, bronze||2.5|
Mavriy spent her childhood in the ill-fated Elohim colony of Cafes on the shores of Meditor beneath the Dragonspine mountains. The girl’s guardians were nameless caretakers in a convent of the Order. She was told only that her parents fell victim to disease from the southern jungles many years ago, until the day she was horrified to find horns and a tail growing from her body. The Mother Superior, a grim woman with steely eyes and scarred face, revealed Mavriy’s true lineage: granddaughter of an Undercounciler and the succubus Fiona.
The ‘convent’ was a sham. In the dark halls beneath the convent monks and eidolons trained day and night to perfect themselves in service of the Angel of Trust (or so Mavriy was told). Mavriy soon came to terms with her infernal heritage and trained hard in hopes of joining the hidden legions of Esus. One day soon the people of Cafes would be freed from their bondage to the false god Junil and lackeys of the Order. Still, Mavriy had many close friends among the townsfolk. She hoped the transition would be bloodless.
The people of Cafes thought they could stand fast against the Sheaim and their new Infernal allies, but a hidden enemy undermined the settlement’s defenses from within. On a cold winters day of 381 AR the Mother Superior, a warlock of great power, opened the floodgates of hell beneath Cafes. Hyborem’s demonic legion flooded through the settlement, burning, destroying, killing. Only Caradel Bluestride and the Divine Company were able to make a stand around the docks. They soon perished. Elsewhere in Cafes there was no fight.
Mavriy was carried along in the tide of destruction to perform deeds which would occupy her nightmares for years to come. No longer able to bear looking upon the dead or transformed bodies of the colonists, she fled in desperation through the pulsing obsidian gate where the convent once stood. Mavriy stepped out into the iron and stone streets of the Infernal city Despero. There Mavriy found others who taught her the secrets of surviving as an infernal child among mortals.
A few years later the pains began, finally driving her westward from Despero to Fort Velkyr on the Sheaim border. Mavriy was sure this was punishment from the gods, either by Junil for her betrayal of Cafes, or by Esus for fleeing from her duty. But upon reaching the frontier city of Nininsnal, the pains ceased. Soon afterward she met others brought together by the same glowing rune. How could she be cursed by Junil or Esus when so many from across Arcanearth were similarly afflicted?