Belmyr Dawnbringer

Half-elf of Drow heritage sworn to protect

Description:

Race: Half-elf (Drow heritage)
Class: Paladin 4/Sorcerer 1 (Gold Dragon)
Background: Folk Hero
Deity: Lathander, god of birth and renewal
Alignment: Neutral Good

Backstory:

Being a bastard son of an Elf father and a Drow matron started me in a disadvantaged life. Drow hate me because of my heritage, despite my mother’s standing. And many races have trouble getting past my Drow-like appearance – can i blame them?

Growing up in the Underdark. To say Drow have no love for one another is an understatement. I know nothing of my father, but I would imagine my mother killed him long ago. The Drow of the Underdark are a vile and chaotic lot. At a young age I realized I didn’t belong, and driven by my wanderlust, I fled with nowhere to go and no plan.

Escaping the Underdark. A journey through the Underdark is never easy, and almost always full of peril. However, this weeks-long expedition presented almost no hassle, as if I was meant to make the sojourn. A defining moment also happened during this time. I came across a band of bedraggled and desperate Elves. They were fleeing captivity and were beset by a terrible monster (TBD). I stood up for the refugees and guided us out of the Underdark. That moment changed my life and drove me down a path of helping others.

Reaching the Surface. Upon reaching the surface, one of the Elven children gave me an old doll, made from a dark, dense wood and missing a hand and a foot. I keep this with me always. After returning the Elves to their settlement, I began a life of martial training and divine inspiration at holy sites in the surrounding towns and hamlets. It was, and continues to be, an uphill battle to get goodly folk to see past my Drow skin. I also dropped my Drow surname, which I’ll never speak again. I took, and continue to take, bounties and caravan guard work – any work that provides opportunity to stand for the innocent and hunt down evildoers. Many of these contracts are in partnership with the goodly Harpers.

Arcane Stirrings. Spending more time on the surface has also brought about peculiar connections. The best I can understand it, the sun has surfaced a draconic heritage within me. I too have begun to show translucent, golden scales about my person. I have worked with practitioner’s of magic to better understand this draconic and arcane presence.

I now spend my time either in the wilderness alone, or frequenting the civilized areas spreading good, training in the arcane, divine, and martial arts, taking bounty and guide contracts, and sating my appetite for spirits and company of the fairer sex.

Personality:

  • I judge people by their actions, not their words.
  • I’m driven by a wanderlust that led me away from home.
  • I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideals:

  • People deserve to be treated with dignity and respect.
  • Independence. When people follow orders blindly, they embrace a kind of tyranny.

Bonds:

  • I protect those who cannot protect themselves.

Flaws:

  • The drow who know of me don’t approve of my actions and would see me killed.
  • There’s no room for caution in a life lived to the fullest.
  • I am enamored of ale, wine, and fine company in a warm bed.

Appearance: Ash-colored skin. Bright, silver eyes. 5’9" ft., 175 lbs.
Auto-HP: 10autoPally+D10Pally+D10Pally+D10Pally+D6+1Sorc+CONmod*LVL=48
Languages. Common®, Draconic©, Elvish®, Undercommon®
Proficiencies. All armor, shield, simple, and martial weapons. Alchemist’s Supplies and land vehicles.
Gold. 179.3

Bio:

Character sheet export

Belmyr Dawnbringer
Half-Elf (Drow Descent) Paladin 4/Sorcerer 1 (Folk Hero)

Armor Class 20
Hit Points 48/48
Intiative +0
Speed 30 ft.

Abilities Str 25, Dex 10, Con 16, Int 8, Wis 8, Cha 18

Saving Throws Wisdom +2, Charisma +7
Skills Animal Handling +2, Athletics +10, Intimidation +7, Medicine +2
Senses passive Perception 9

Equipment Belt of Fire Giant Strength, Longsword arcane focus, 6 Javelin, Maul, Shield with holy symbol, Splint Armor, 6 Potion of Healing, Healer’s Kit, Alchemist’s Supplies, Component pouch, Silk Rope (50 feet), An old little doll made from dark, dense wood and missing a hand and a foot, Backpack, Rations (1 day), Waterskin

Attacks
Longsword arcane focus: +10 to hit, 1d8 + 7 slashing damage
Javelin: +10 to hit, 1d6 + 7 piercing damage
Javelin: +10 to hit, 1d6 + 7 piercing damage, range 30/120 ft.
Maul: +10 to hit, 2d6 + 7 bludgeoning damage

Racial Traits
Ability Score Increase. Two different ability scores of your choice increase by 1.
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Variant Feature (Choose 1). Keen Senses You have proficiency in the Perception skill Drow Magic You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Paladin Features
Starting Proficiencies. You are proficient with the following items, in addition to any proficiencies provided by your race or background. Armor: light armor, medium armor, heavy armor, shields Weapons: simple weapons, martial weapons Tools: none Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands. 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 number of hit points equal to your paladin level x 5. As an 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. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Fighting Style: Defense. While you are wearing armor, you gain a +1 bonus to AC.
Spellcasting. By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells.
Divine Health. By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath. When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, the Oath of the Crown, or the Oath of Vengeance, all detailed at the end of the c1ass description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Sacred Oath: Oath of the Crown. The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order’s ranks. Tenets of the Crown: The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless. Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Oath of the Crown: Oath Spells. You gain oath spells at the paladin levels listed. 3rd – command, compelled duel 5th – warding bond, zone of truth 9th – aura of vitality, spirit guardians 13th – banishment, guardian of faith 17th – circle of power, geas
Oath of the Crown Channel Divinity: 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.
Oath of the Crown Channel Divinity: Turn the Tide. As a bonus action, 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.
Ability Score Improvement. When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Sorcerer Features
Spellcasting. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level. Spell Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Sorcerous Origin. Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Favored Soul, or Storm Sorcerer. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Sorcerous Origin: Draconic Bloodline. Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Dragon Ancestor. At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. chose one and delete the others Draconic Ancestor: Black (Acid) Draconic Ancestor: Blue (Lightning) Draconic Ancestor: Brass (Fire) Draconic Ancestor: Bronze (Lightning) Draconic Ancestor: Copper (Acid) Draconic Ancestor: Gold (Fire) Draconic Ancestor: Green (Poison) Draconic Ancestor: Red (Fire) Draconic Ancestor: Silver (Cold) Draconic Ancestor: White (Cold) You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your Proficiency bonus is doubled if it applies to the check.
Draconic Bloodline: Draconic Resilience. As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Background Traits
Skill Proficiencies. Animal Handling, Medicine
Tool Proficiencies. One type of artisan’s tools, vehicles (land) JF: alchemist’s supplies
Feature: Rustic Hospitality. Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Feats
Sentinel. You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Source: Player’s Handbook, page 169 and 6/10/2015 errata

Spells Bless, Booming Blade (SCAG), Command, Compelled Duel, Cure Wounds, Dancing Lights, Darkness (1/day), Faerie Fire (1/day), Green-Flame Blade (SCAG), Lightning Lure (SCAG), Magic Missile, Mending, Shield, Shield of Faith, Thunderous Smite, Wrathful Smite

Belmyr Dawnbringer

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