Warren Ceol

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NameWarren CeolAlignmentNeutral Good
ClassPaladin/(Bard)RaceSwiftstride Shifter
BackgroundHeir of a Fallen KingdomLevel1
GenderMalePronounsHe/Him

Heir of a Fallen Kingdom Warren is part of a family of nobility, who also so happen to be primarily Bards. Because of that they are much more interested in being in connection with their people. They value community, and host events, often playing for their people, or using their words, speeches and music to inspire them when they need to be for disasters or war. This earned them a great loyalty and love with and from their people. Warren was a good kid and even in his young adult years kept fairly clean. Acting like the kind nobility he was, tho could perhaps be convinced into some mischief by a younger sibling, which was the rare time they were more of a troublemaker (He loved that freedom, but knew he had a place to uphold.) One day, everything goes to hell. They get attacked, overrun, destroyed, and Warren was able to escape but comes back to wreckage. Looking around for anything they find a broach. The blank silver scroll, symbol of the god of knowledge, Oghma, who also was a god of many bards. Filled with rage, grief and a will to never let this happen again they try and reach out. He claimed him one of the two gods his town and especially his family worshiped (the other being Milili, god of music and poetry, also a follower of Oghma.) He wanted knowledge, knowledge on how to never let this happen again. he swore it would never happen again, not on his watch, at least, not to the people he cared about. He also wanted to know how to fix this. Either to avenge or rescue his family and anyone else from this town, or even gain the town back if that's a thing that needs to happen. Then went off on his goal to do so. And make the ones responsible for this pay, one day.


PERSONALITY

Sarcastic, Whitty, Protective.

IDEALS

The Ends Justify the means.

BONDS

The Family he 'once' had. "I hold my relationship with my former and future subjects with high regard. "

FLAWS

"My attitude can't help but to sour and I grow cold at the thoughts of what I have to avenge." He becomes short with everyone in those momemts

Proficiency Bonus+2Passive Wisdom13
Speed30Armour Class18
Hit Points11?Temporary Hit Points00
Hit Dice1d10Inspiration+0


STRENGTH

+3

16

  • +3 Saving Throw
  • +5 Athletics


DEXTERITY

+0

11

  • +0 Saving Throw
  • +0 Acrobatics
  • +0 Slight of Hand
  • +0 Stealth


CONSTITUTION

+1

12

  • +1 Saving Throw


INTELLIGENCE

+0

11

  • +0 Saving Throw
  • +0 Arcana
  • +0 History
  • +0 Investigation
  • +0 Nature
  • +0 Religion


WISDOM

+3

16

  • +5 Saving Throw
  • +3 Animal Handling
  • +5 Insight
  • +3 Medicine
  • +3 Perception
  • +3 Survival


CHARISMA

+3

16

  • +5 Saving Throw
  • +3 Deception
  • +3 Intimidation
  • +3 Performance
  • +5 Persuasion
PROFICIENCIES
Languages
  • Common
  • Quori
  • Sylvan
Armour
  • All Armor
  • Sheilds
Weapons
  • Simple
  • Martial
Other
  • X
  • X
  • X

Dark Vision

Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.

Shifting

Shifting Feature. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated.m id est laborum.

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.

ATTACKS

War Pick+5"1d8+3[piercing] Martial Melee Weapon Attack.
Hand Axe+5"1d6+3[slashing] Simple Melee or Ranged Weapon Attack. Light, Thrown (range 20/60) "
Weapon+0XdX X

XXX

SPELLCASTING

SPELLCASTING CLASS

Paladin (Soon Bard)

SPELLCASTING ABILITY

X

SPELL SAVE DC

00

SPELLCASTING BONUS

+0

0 CANTRIPS

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