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: 13 Alignment: Lawful Evil


Strength 20 +5 / carry : 60/120/240 pounds
Dexterity 13 +1
Constitution 16 +3 Lost point of con due to being savaged by dragon
Intelligence 10
Wisdom 10
Charisma 18 +4
Perception 15 +2
Luck 14 +2 / Luck-based Advantages Per Level: 2
Proficiency Bonus +6
Save Proficiencies Wisdom, Charisma
Fighting Style Protection
Resistances Fire (Race/Armor), Lightning (Axe)
HP 122
AC 19/22

Red Dragon Scale Mail (+3) Bonuses:


Skills Martial Tools
Athletics armor:light/medium/heavy/shields Disguise Kit
Insight blades, one-handed
Deception pole arms
Disguise thrown weapons
Animal Handling bludgeons, one handed
bludgeons, two handed
Dual Wielding
Mounted Combat
Blades, Two-Handed

Paladin Spells Prepared

Spells, 1st Level Spells, 2nd Level Spells, 3rd Level 4th Level
Cure Wounds Branding Smite Dispel Magic Find Greater Steed
Wrathful Smite Aid Remove Curse
Protection from Evil & Good Lesser Restoration Crusader’s Mantle
Shield of Faith

Oath Spells
*These spells do not have to be prepared, and act as always being prepared, though still require a spell slot

1st Level 2nd Level 3rd Level 4th Level
Command Warding Bond Aura of Vitality Banishment
compelled duel Zone of Truth Spirit Guardians Guardian of Faith
Prepared Spells 13th: 10
Spell Slots 13th: 4/3/3/1
Spell Save DC 18
Spell Attack +10

Paladin Features

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 when you hit a creature with a melee weapon Attack, you can 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: 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.
Extra Attack May attack twice on the Attack Action
Aura of Protection Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
Aura of Courage You and friendly creatures within 10 feet of you can’t be Frightened while you are conscious.
Improved Divine Smite Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an Attack, you add this damage to the extra damage of your Divine Smite.

Demonspawn Traits

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
Gift of Eurabetres Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can’t do so again until you finish a long rest. Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Oath of the Crown Features

Divine Allegiance When a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
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

Current Equipment

Item Weight Range
Steel Plate Armor/Half-Plate/Breastplate 65/45/20
splint mail, bronze 75
2+ 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
spear, bronze 3.5
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?



Arcanearth Omegabase Mavriy