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2023-03-05 18:04:00 UTC
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Fallen Aasimar Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen — a group of aasimar whose inner light has been replaced by shadow. Racial Traits: Darkvision, Celestial Resistance, Healing Hands, Light Bearer, Necrotic Shroud Fallen Aasimar Details Page RACIAL TRAITS ORIGIN MANAGER Ability Score Increase Your Charisma score increases by 2. Age Aasimar mature at the same rate as humans, but they can live up to 160 years. Size Aasimar have the same range of height and weight as humans. Speed Your base walking speed is 30 feet. Darkvision Blessed with a radiant soul, your vision can easily cut through darkness. 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. Celestial Resistance You have resistance to necrotic damage and radiant damage. Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it. Languages You can speak, read, and write Common and Celestial. Ability Score Increase Your Strength score increases by 1. Necrotic Shroud Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest. Paladin Level 1 CLASS FEATURES OPTIONAL FEATURE MANAGER Hit Points 1st level Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Proficiencies 2 Choices 1st level Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Insight, Religion Divine Sense 1st level 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 1st level 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 × 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. STRENGTH: 15 (TOTAL: 16) DEXTERITY: 12 CONSTITUTION: 13 INTELLIGENCE: 10 WISDOM: 8 CHARISMA: 14 (TOTAL: 16) Background Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. Skill Proficiencies: Arcana, Investigation Languages : Elvish, Draconic Heart of Darkness Background Feature Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. Characteristics Alignment: Chaotic Good Faith: Raven Queen Lifestyle: Poor (2SP) Physical Characteristics Hair: Black Skin: Fair Eyes: Dark Brown Height: 1,7 4 m Weight (Kg): 75 Age (Years): 20 Gender: Female Personality PERSONALITY TRAITS: I don’t run from evil. Evil runs from me. I refuse to become a victim, and I will not allow others to be victimized. IDEALS I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) BONDS I would sacrifice my life and my soul to protect the innocent. FLAWS I talk to spirits that no one else can see. Amulet: Holy Symbol Backpack Bedroll Chain Mail Clothes, Common Crowbar Hammer Holy Symbol Holy Water (flask) Javelin x5 Longsword Manacles Mess Kit Mirror, Steel Oil (flask) Rations (1 day) x10 Rope, Hempen (50 feet) Shield Stake (Wooden) Tinderbox Tinderbox Torch x10 Waterskin