Yrsa Vilulf

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YRSA  VILULF 

G O L I A T H


A Valkyrie Descendant upholding her family's honor....but at what cost...?

S T O R Y


Born the second daughter to the great Jarl Asbjorn Vilulf the mighty bear of the mountains mouth, Yrsa is a warrior that wants to prove herself. She requests to go on the great trial, she must complete or she will be deemed unworthy of her weapons and stripped of them. An admirer to her sister who is the best fighter in her clan after the passing of their mother. She has been tasked to help train her youngest brother and other children of the clan to learn to swing an axe for the first time. The simple training has driven' her to want to go on this trial earlier than expected. HerOnce per long rest as an action, touch a creature and restore 7 hit points. younger brother and the other young ones begin to taunt her and call her "A Bastard child". With rage ingulfing her, she lashes out at her brother almost severly wounding him. Although her father wanted to banish her from the clan, her sister Revna begged for her and let her go on the trial. She saddles up for the Jarlsmoot to prove herself as her Valkyrie blood yearns for battle.

Sitting at the basin of Mount Einsamall and other smaller mountains sits the clan Vilulf. Two rivers create pathways into the clan well guarded on both entrances one South and another Southeast. Mountains are covered in taiga forests with a small spring at the top of the mountain. Vilulf is mainly grasslands inside the area of the basin with a Mine that provides gold,copper, and rose gold minireals.Being able to survive and fight is the way of life in her clan. If a woman does not complete this trial, she is deemed useless and is then just a servant in the great hall of the Jarl. It was told that one of the first Valkyries for the All-Father Nodr was born in her clan and she is a direct descendant. from this history all females in the clan are the fighters against any outside threat. Men are still able to fight, but are meant for caregivers of livestock, farming, and politics.

R A C I A L

Dark Vision

- You can see in darkness (shades of gray) up to 60 ft.

Celestial Resistance

- You have resistance to necrotic damage and radiant damage.

Healing Hands

-Once per long rest as an action, touch a creature and restore 7 hit points.

-Healing Hands: 1 Action per long rest

Light Bearer

-You know the light cantrip. =CHA=

Radiant Soul

- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.

-Radiant Soul: 1 Action per long rest

Shield Master

- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft. of you with your shield. If you aren't incapacitated, you can add your shield's AC bonus to any DEX saving throw you make against effects that target only you, and if an effect allows half damage on success, you can use your reaction to take no damage.

-Shield Master Shove: 1 Bonus Action

-Shield Master Evasion: 1 Reaction

C L A S S

Divine Sense

- As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest.

- Divine Sense: 1 action 4x per long rest

Lay on Hands

- You have a pool of healing power that can restore 35 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

- Lay on Hands Pool: 1 Action 35HP/ long rest

This feature has no effect on undead and constructs.

Spell Casting

- You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 14, Spell Attack +6). You can use a holy symbol as a spellcasting focus.

Divine Smite

- When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).

Harness Divine Power

- You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 2. You regain all expended uses when you finish a long rest.

Divine Heath

- You are immune to disease.

Oath Spells

- You gain oath spells based on your level that are always prepared and don't count against your daily number of prepared spells.

Aura of Protection

- While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws.

Martial Versatility

- Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Fighting Style - Interception

- When a creature you can see hits a target, other than you, within 5 ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10+3 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

C H A N N E L D I V I N I T Y

Conjure Duplicate

- As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

- For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

-Conjure Duplicate: 1 Action

Poison Strike

- You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Poison Strike: 1 Bonus Action

P A R T Y

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Yrsa Vilulf
name
Aasimar
race
7'3
height
21
age
Paladin
class
224lbs
weight
Female
gender
Bi-Sexual
Romantic
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