Profile
Hudaana Hukbranch
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Paladin
- Class
-
Failed Merchant
- Background
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3
- Level
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Owlin
- Race
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Lawful Good
- Alignment
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She/Her
- Prononuns
Strength
7
-2
Dexterity
16
+3
Constitution
14
+2
Intelligence
12
+1
Wisdom
9
-1
Charisma
16
+3
-2 | Strength | |
+3 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+1 | Wisdom | |
+5 | Charisma |
+3 | Acrobatics (Dex) | |
-1 | Animal Handling (Wis) | |
+1 | Arcana (Int) | |
-2 | Athletics (Str) | |
+3 | Deception (Cha) | |
+3 | History (Int) | |
-1 | Insight (Wis) | |
+5 | Intimidation (Cha) | |
+3 | Investigation (Int) | |
-1 | Medicine (Wis) | |
+1 | Nature (Int) | |
-1 | Perception (Wis) | |
+3 | Performance (Cha) | |
+5 | Persuasion (Cha) | |
+1 | Religion (Int) | |
+3 | Sleight of Hand (Dex) | |
+5 | Stealth (Dex) | |
-1 | Survival (Wis) |
17
Armor
+3
Initiative
30ft
Speed
Name | Bonus | Damage | Type |
Weavesaber | +5 | 1d8+3 | Force |
Thunderous Smite | Self (Con) | 2d6 | Thunder |
Cure Wounds | Cha | 1d8 | Healing |
Shield of Faith | +2 | 60ft | AC |
Name | Summary | Attuned |
Weavesaber | When you use the wand as a spellcasting focus, you gain a bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand’s tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column’s color. While the column is extended, the wand is considered a simple melee weapon that deals 1d8 force damage on a hit and has the finesse, light, and versatile (1d10) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon. The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand’s rarity. | |
Glamoured Studded Leather | While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. | |
Thieves' Tools | This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. | |
Shield | A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. | |
Item Name | Maecenas ac vulputate quam. |
CP | SP | EP | GP | PP |
0 | 0 | 0 | 90 | 0 |
Light Armour | |
Medium Armour | |
Heavy Armour | |
Simple Weapons | |
Martial Weapons | |
Shields |
Common |
Elven |
Celestial |
Theives' Tools |
Personality Traits
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Ideals
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Bonds
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Flaws
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Bedroll |
Mess Kit |
Tinderbox |
Torch x 10 |
Ration (1 day) x 10 |
Waterskin |
50 feet of Hempen Rope |
Thieves' Tools |
Merchant's Scale |
Size: You are Medium or Small. You choose the size when you select this race. |
Darkvision: You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. |
Flight: Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor. |
Silent Feathers: You have proficiency in the Stealth skill. |
Hudaana had a regular upbringing, her family got by but wasn’t the lowest class of folk. Her father, previously a tavern owner in their town began working for The Metallic Branch. This new work brought in much more coin than the family had ever seen. Akaadashi took over the tavern her father began with Rooshala assisting her. Shortly after Hudaana became of age she sought to follow her father and got a position within the guild after coaxing her father for help. She quickly picked up sword fighting and has mostly self taught skills. After a year of working for the guild she was sent on a negotiation mission with one of the noble(?) families of the colossus where she thwarted an assassination attempt against (Myth's characters name here).
This incident caused two things to occur, the first being she was offered a job to work for the noble family with opportunity of promotion because of what she did. The second being that after the thwarting Hudaana discovered she had magical abilities that allowed her to help protect people. She continued to work for the Metallic Branch getting promotions and making great money for herself. While the money way nice, she was sent on less and less combat missions and was wanting to continue honing her martial skills and magical abilities, so she finally took up the offer the family gave her almost a year later.
This stunted her growth through the ranks but she eventually after 5 years of work and training made her way to be the personal bodyguard of the families daughter. She is now chaperoning the family's daughter on her Coming Out Tour.
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Their Age
- Age
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25
- Height
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72 lbs.
- Weight
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Yellow
- Eyes
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White/Brown Feathers
- Hair
See gallery.
- Divine Seense 1st lvl
Action. 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 also detect the presence of any consecrated or desecrated place or object. 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 1st lvl
You have a pool of magical healing equal to 5 x your Paladin level. As an action, you can touch a creature to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. You can expend 5 points from your pool to cure one disease or neutralize one poison affecting the target.
- Fighting Style 2nd lvl
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Divine Smite 2nd lvl
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra radiant damage to the target. 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.
- Divine Health 3rd lvl
You are immune to disease.
- Channel Divinity 3rd lvl
Safeguard Companion: As an action, choose a creature within 60 feet of you that you can see, it gains temporary hit points equal to your Charisma modifier + your paladin level, as well as a +2 bonus to AC that lasts for 10 minutes. Vow of Protection: As a bonus action, choose a creature within 10 feet of you, all attacks against this creature have disadvantage as long as you remain within 10 feet of the chosen creature for 1 minute.
- Extra Attack 5th lvl
You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Aura of Protection 6th lvl
You and friendly creatures within 10 feet of you gain a bonus to the saving throws equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
- Tireless Sentinel 7th lvl
When you hit a creature with an opportunity attack, that creature has disadvantage on attack rolls against creatures other than you until the end of its turn.
- Aura of Courage 10th lvl
You and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
- Improved Divine Smite 11th lvl
Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
- Cleansing Touch 14th lvl
As an action you can end one spell on yourself or a willing creature that you touch. You can do this a number of times equal to your Charisma modifier. You regain expended uses of this feature when you finish a long rest.
- Soul of Vigilance 15th lvl
When you see a creature within 10 feet under your Vow of Protection take damage, you can use your reaction to move to any unoccupied space within 5 feet of the target of your vow and parry the brunt of the attack. When you do, the damage the creature takes is reduced by 1d10 + your Strength modifier + your paladin level.
- Unflinching Guardian 20th lvl
As an action you can activate an aura that lasts for 1 minute and gain the following: » When a friendly creature within 30 feet of you takes damage, that damage is reduced by your Charisma modifier (minimum 1). » Whenever a creature under your Vow of Protection moves, you can choose to move an equal distance as long as you end the movement within 10 feet of the creature. » You gain a special reaction you can use once each turn which you can take to use your Soul of Vigilance feature. You cannot use your reaction and this special reaction on the same turn. Once you use this feature, you can’t use it again until you finish a long rest.
Name | Summary | Attuned |
Item Name | Suspendisse lobortis ex at libero porttitor elementum. | |
Item Name | Suspendisse non vulputate nulla. | |
Item Name | Quisque ipsum elit, ultrices vitae justo eu. | |
Item Name | Maecenas ac vulputate quam. |
1st | Compelled Duel |
1 | Shield of Faith |
1 | Altruistic Sacrifice |
1 | Bless |
1 | Ceremony |
1 | Command |
1 | Cure Wounds |
1 | Detect Evil and Good |
1 | Detect Magic |
1 | Detect Poison and Disease |
1 | Divine Favor |
1 | Embrace Destiny |
1 | Heroism |
1 | Last Rites |
1 | Oath-Sealing Covenant |
1 | Protection from Evil and Good |
1 | Purify Food and Drink |
1 | Searing Smite |
1 | Thunderous Smite |
1 | Wrathful Smite |
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