Naeven Dandrisar
Medium High Elf, Paladin, Lawful Good
Armor Class 16
Hit Points 64
Speed:
30 ft
Saving Throws Wisdom, Charisma
Skills Animal Handling: +7
Medicine: +7
Perception: +7
Persuasion: +7
Survival: +7
Condition Immunities Diseased, Frightened, Magical Sleep
Senses Darkvision: 60ft
Blindsight: 10ft
Languages Common, Elvish, Infernal
Challenge Rating 9
Proficiency Bonus +4
Description
"Where this place once stood, now only ashes remain. I will forge them into cities of silver and gold."
You witnessed a terrible war that wrecked your home when you were still new to this world. While you could have gone down a road of vengeance and fury, you were instead given the chance to channel your hurt into healing. When you strike, you strike without mercy or hesitation, but you know violence is always the last resort.
You spend your life trying to prevent the ruin you witnessed from befalling another soul. You also spend your life dedicated to preventing yourself and others from falling down the path that will lead to destruction. Still, you grapple with questions of whether or not your efforts are enough. You have still witnessed ruin and pain since you started down this path. You have invited the wretched to sit at your table and have been repaid with both thanks and betrayal in kind.
One question rings in your mind: "Was this the right path?" You have lost friends due to your refusal to spring for the obvious solution because it involved taking a life you could not justifiably cut short. Still, you walk this path of redemption. Someone has to believe others can change in the face of so much devastation. You still believe in your cause. You know it must be good for something, or you would not have witnessed others change for the better in the face of your patience.
Ideals
Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) Everyone deserves a second chance until they prove they have squandered it. (Good)
Bonds
I try to see the best in life, in people, and the world around me. I believe hope can come from the smallest acts of kindness.
Flaws
I try to see the good in others, no matter how far gone they may be. This has led me to give one too many chances to those who didn't deserve the first chance at redemption.
Suggested Environments
Urban, forest, plains, coast
Spellcasting
Ability: Charisma
Modifier: +3
Attack Bonus: +7
Save DC: 15
At will: Truestrike:
Casting Time: 1 action
Range/Area: 30ft.
Components: S
Duration: Concentration, up to 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
1/day: Remove Curse:
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
3/day: Ceremony:
Casting Time: 1 hour
Range/Area: Touch
Components: V, S, M
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Sanctuary:
Casting Time: 1 bonus actionRange/Area: 30ft.
Components: V, S, M
Duration: 1 minute
Attack/Save: WIS 15
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Fighting Style:
Naeven has adopted a fighting style as a specialty.
Blind Fighting: You have blindsight with a range of 10ft.
Fey Ancestry:
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Aura of Courage:
While you are conscious, you and friendly creatures within 10 ft. can’t be frightened.
Aura of the Guardian:
When a creature within 10 ft. of you takes damage, you can use your reaction to magically take that damage instead.
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.
Actions
Actions in Combat:
Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object
Unarmed Strike:
+5 to hit. 2 dmg on success.
Glaive:
This weapon has reach and is two-handed. +5 to hit. 1d10+1 on a successful hit.
Extra Attack:
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Reactions
Aura of the Guardian:
When a creature within 10 ft. of you takes damage, you can use your reaction to magically take that damage instead.