Kara Olmsdottor, Paladin 4 Medium Humanoid (Aasimar), Lawful Good Armour Class 12 (Mastercrafted Full Mailcoat, Leather Tunic, Shield) DR 8, Soak Piercing Wounds 16, Vigour 36 (4d10+8) Speed 30 ft. Proficiency +2 STR 16 (+3), DEX 12 (+1), CON 14 (+2), INT 8 (-1), WIS 11 (+0), CHA 16 (+3) Saving Throws Dex +3, Wis +2, Cha +5 Skills Athletics +5, Intimidate +5, Navigator's Tools +2, Perception +2, Persuasion +5, Water Vehicles +2 Damage Resistances Necrotic, Radiant Senses Darkvision 60ft., Passive Perception 12 Languages Germanic - Norse, Saxon - West Saxon Weapon Expert You have practiced extensively with a variety of weapons, gaining the following benefits: You gain proficiency with all simple and martial weapons. If you are already proficient with them, instead increase your Strength or Dexterity score by 1, to a maximum of 20. Once per turn when you roll damage for a weapon attack using a weapon with which you are proficient, you can reroll the weapon’s damage dice and use either total. Formation Style You are skilled at fighting with a partner. While an ally is within 5 feet of you, you gain the following benefits: You can take the Guard action as a bonus action. If you could already take the Guard action as a bonus action, you can instead take it as a reaction on your turn. When you move on your turn, you can use a bonus action to allow an ally within 5 feet of you to move with you (no action required by the ally). The ally must end this movement within 5 feet of you, and this movement can't exceed the ally's speed. When you choose to let an attack that would hit a guarded ally hit you instead, the creature rolls the damage as normal instead of choosing the maximum Formation Mastery You've mastered fighting with a partner, learning to move and act as a single unit. While an ally is within 5 feet of you, you gain the following benefits: When a creature misses an ally within 5 feet of you with a weapon attack, you can use your reaction to make a weapon attack against that creature without your proficiency bonus. When a creature hits an ally within 5 feet of you with a weapon attack, you can use your reaction to impose a penalty to the attack roll equal to your proficiency bonus, potentially causing the attack to miss. When you take the Guard action, the guarded ally has advantage on Dexterity saving throws that would affect only them while guarded. Spellcasting 2nd-Level Charisma Spellcaster Spell Save DC 13 +5 to Hit with Spell Attacks Spells Prepared: 1st level (3/Long Rest): Cure Wounds, Divine Favour, Heroism, Shield of Faith Divine Smite When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. 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 By 3rd level, the divine magic flowing through you makes you immune to disease Actions 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 As an action, touch an object no larger than 10 feet in any dimension. It sheds bright light in a 20-foot radius for one hour and dim light for an additional 20 feet. You choose the colour. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, it must pass a Dexterity save to avoid the spell. Divine Sense As an 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 know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. 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 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 x 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 neutralise one poison affecting it. You can cure multiple diseases and neutralise 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. Attacks Axe +5 1d8+3 Warrior's Spear +5 1d8+3 Warhammer +5 1d8+3 Hunter's Bow +3 1d6+1 Helgi (Sword) +5 2d4+3 Background: Sailor Trait I enjoy sailing into new ports and making new friends over a flagon of ale. Ideal Fairness. We all do the work, so we all share in the rewards. Bond I’ll always remember my first ship. Flaw Once someone questions my courage, I never back down no matter how dangerous the situation. Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Equipment Boiled Leather Warrior Jackets Shield Arrows (40) Axe Warrior's Spear Hunter's Bow Warhammer Backpack Bedroll Belt Pouch Flint and Steel Hemp Rope (50 ft.)' Holy Text (Freya)[UE] Mess Kit[UE] Pot Soap Torch (10) Trail Rations (5) Waterskin Wooden Holy Symbol of Freya 35 gp Helgi (sword)