Meryll Brumblewynn

Season:
13
Race:
Fallen Aasimar
Class:
Paladin
Background:
Haunted One
Lifestyle:
Comfortable
Current Level:
16
Total GP:
21912
Total Downtime:
75
Tag:
Faction:
Harpers
Faction Rank:
Brightcandle (rank 3)
Magic Item Count:
7
Magic Item Limit:
6
Bag of Tricks (Gray),
Ordine Sage’s Robes (Robe of Useful Items) ,
Tentacle Rod,
Cloak of many Fashions (Wondrous Item, common),
Figurine of wondrous Power (Wondrous Item, rare),
Amulet of Health,
Dust of Dissappearance,
Morning Star +2,
Longsword +1,
Shield, +2,
Horn of Silent Alarm,
Ring of Regeneration,
Dwarven Plate,
Decanter of endless Water,
Animated Shield,
Ring of Acid Resistance,
Wand of Secrets,
Sword of Vengeance,
Adamantine Chain Shirt,
Dragon Scale Mail (Red)

Log Entries

Date Played Adventure Title Session Levels GP ▲ Downtime Magic Items
2023-05-03 21:00 SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) 10 Dust of Dissappearance, Morning Star +2 Show

Dust of Dissappearance
Wondrous Item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

======

Tankard of Sobriety
Wondrous Item, common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

======

Oil of Slipperyniess
Potion, uncommon

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

======

Morning Star +2
weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

=======

Potion of Hill Giant Strength
Potion, unommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

2023-05-06 03:14 Catching up! (x3) 3 -30 Show
2023-05-11 20:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 1 10 Show

Elixir of Health
Potion, rare

When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

======

Potion of Invulnerability
Potion, rare

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

2023-05-12 20:39 DM-Reward 30 Show

Manual of Gainful Exercise

2023-05-30 20:37 Trade Log -5 > Dwarven Plate Show Trade Log

https://www.adventurersleaguelog.com/users/42279/characters/104428
Give: Ring of Regeneration (Very Rare)
Get: Dwarfen Plate

2023-05-31 15:12 Trade Log -5 Adamantine Plate > Decanter of endless Water Show Trade Log

Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428
Give: Adamantine Plate Armor (Uncommon)
Get: Decanter of endless Water

2023-03-05 18:04 Character Creation 0 Show

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

Date Played Adventure Title Tier Session ACP TCP Downtime Renown
2023-05-03 21:00 SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) 10 Show

Dust of Dissappearance
Wondrous Item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

======

Tankard of Sobriety
Wondrous Item, common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

======

Oil of Slipperyniess
Potion, uncommon

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

======

Morning Star +2
weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

=======

Potion of Hill Giant Strength
Potion, unommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

2023-05-06 03:14 Catching up! (x3) -30 Show
2023-05-11 20:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 1 10 Show

Elixir of Health
Potion, rare

When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

======

Potion of Invulnerability
Potion, rare

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

2023-05-12 20:39 DM-Reward 30 Show

Manual of Gainful Exercise

2023-05-30 20:37 Trade Log -5 Show Trade Log

https://www.adventurersleaguelog.com/users/42279/characters/104428
Give: Ring of Regeneration (Very Rare)
Get: Dwarfen Plate

2023-05-31 15:12 Trade Log -5 Show Trade Log

Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428
Give: Adamantine Plate Armor (Uncommon)
Get: Decanter of endless Water

2023-03-05 18:04 Character Creation 0 Show

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

Date Played Adventure Title Session XP GP ▲ Downtime Renown Magic Items
2023-05-03 21:00 SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) 10 Dust of Dissappearance, Morning Star +2 Show

Dust of Dissappearance
Wondrous Item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

======

Tankard of Sobriety
Wondrous Item, common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

======

Oil of Slipperyniess
Potion, uncommon

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

======

Morning Star +2
weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

=======

Potion of Hill Giant Strength
Potion, unommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

2023-05-06 03:14 Catching up! (x3) -30 Show
2023-05-11 20:00 SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) 1 10 Show

Elixir of Health
Potion, rare

When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

======

Potion of Invulnerability
Potion, rare

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

2023-05-12 20:39 DM-Reward 30 Show

Manual of Gainful Exercise

2023-05-30 20:37 Trade Log -5 > Dwarven Plate Show Trade Log

https://www.adventurersleaguelog.com/users/42279/characters/104428
Give: Ring of Regeneration (Very Rare)
Get: Dwarfen Plate

2023-05-31 15:12 Trade Log -5 Adamantine Plate > Decanter of endless Water Show Trade Log

Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428
Give: Adamantine Plate Armor (Uncommon)
Get: Decanter of endless Water

2023-03-05 18:04 Character Creation 0 Show

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