⤝ Héroes

Ophiriel's Image

Resumen

Lugar de Origen: ???

Edad: 25

Raza: Aasimar

Clase: Paladin

Background: Soldier

Alineamiento: Lawful Good

Características Físicas

Estatura: 6"2

Peso: 180

Piel (Color): White

Ojos (Color): Green

Pelo (Color): Blonde

Ophiriel (Paladin nivel 5)

Ophiriel no tiene backstory.

Personalidad

Rasgos: I'm always polite and respectful. I can stare down a hell hound without flinching.

Ideales: Responsibility. I do what I must and obey just authority (Lawful).

Lazos: I fight for those who cannot fight for themselves.

Fallas: I'd rather eat my armor than admit when I'm wrong.

Aliados y Organizaciones

Ophiriel forma parte de Los Paladines de Dol Arrah.

Ophiriel trabaja bajo el dios Dol Arrah con sus compañeros paladines para destruir el mal y traer el bien.

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. Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.

Features

Alignment: Lawful Neutral

Speed: 30

Languages: Common, Celestial

Ability Score Improvements: +2 Charisma

Traits

Race Traits

Paladin


A holy warrior bound to a sacred oath.

Hit Points

Hit Die: d10

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

Abilities

Primary Abilities: Strength, Charisma

Saving Throw Proficiencies: Wisdom, Charisma

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Proficiencies

Skills: Choose 2 skills from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion

Armor and Weapon Proficiencies: All armor, shields, simple and martial weapons.

Tool Proficiencies: none

Statistics


Shield icon

Armor Class

19

d20 icon

Initiative

0

d20 icon

Proficiency Bonus

+3

Eye icon

Passive Perception

12

Checkmark icon

Inspiration

Heart icon

Max HP

44

d20 icon

Total HitDie

5d10

Running icon

Speed

30 ft

Ability Scores

Score Ability Ability Modifier Saving Throw
15 Strength +2 +2
10 Dexterity 0 0
14 Constitution +2 +2
8 Intelligence -1 -1
14 Wisdom +2 +5
16 Charisma +3 +6

Skills

Proficient Bonus Skill Name
0 Acrobatics
+2 Animal Handling
-1 Arcana
+2 Athletics
+3 Deception
-1 History
+2 Insight
+6 Intimidation
-1 Investigation
+2 Medicine
-1 Nature
+2 Perception
+3 Performance
+6 Persuasion
+2 Religion
0 Sleight of Hand
0 Stealth
+2 Survival

Poderes


∇ Aasimar spells:

Cantrips

Evocation school image Cantrip Light

Evocation • V, M

1 action 1 hour Touch

Light

Evocation Cantrip

Casting Time: 1 action

Range: Touch

Components: V, M (A firefly or phosphorescent moss.)

Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. 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, that creature must succeed on a dexterity saving throw to avoid the spell.

Level 2

Abjuration school image 2nd Lesser Restoration

Abjuration • V, S

1 action Instantaneous Touch

Lesser Restoration

2nd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Level 3

Evocation school image 3rd Daylight

Evocation • V, S

1 action 1 hour 60 feet

Daylight

3rd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

∇ Paladin spells:

Level 1

Enchantment school image 1st Bless

Enchantment • V, S, M

1 action Up to 1 minute 30 feet

Bless

1st-level enchantment (concentration)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (A sprinkling of holy water.)

Duration: Up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Enchantment school image 1st Command

Enchantment • V

1 action 1 round 60 feet

Command

1st-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach.
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop
The target drops whatever it is holding and then ends its turn.
Flee.
The target spends its turn moving away from you by the fastest available means.
Grovel.
The target falls prone and then ends its turn.
Halt.
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Evocation school image 1st Cure Wounds

Evocation • V, S

1 action Instantaneous Touch

Cure Wounds

1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Divination school image 1st Detect Evil and Good

Divination • V, S

1 action Up to 10 minutes Self

Detect Evil and Good

1st-level divination (concentration)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divination school image 1st Detect Magic

Divination • V, S

1 action Up to 10 minutes Self

Detect Magic

1st-level divination (ritual) (concentration)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divination school image 1st Detect Poison and Disease

Divination • V, S, M

1 action Up to 10 minutes Self

Detect Poison and Disease

1st-level divination (ritual) (concentration)

Casting Time: 1 action

Range: Self

Components: V, S, M (A yew leaf.)

Duration: Up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Evocation school image 1st Divine Favor

Evocation • V, S

1 bonus action Up to 1 minute Self

Divine Favor

1st-level evocation (concentration)

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Enchantment school image 1st Heroism

Enchantment • V, S

1 action Up to 1 minute Touch

Heroism

1st-level enchantment (concentration)

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Abjuration school image 1st Protection from Evil and Good

Abjuration • V, S, M

1 action Up to 10 minutes Touch

Protection from Evil and Good

1st-level abjuration (concentration)

Casting Time: 1 action

Range: Touch

Components: V, S, M (Holy water or powdered silver and iron, which the spell consumes.)

Duration: Up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Transmutation school image 1st Purify Food and Drink

Transmutation • V, S

1 action Instantaneous 10 feet

Purify Food and Drink

1st-level transmutation (ritual)

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: Instantaneous

All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Abjuration school image 1st Sanctuary

Abjuration • V, S, M

1 bonus action 1 minute 30 feet

Sanctuary

1st-level abjuration

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S, M (A small silver mirror.)

Duration: 1 minute

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 or casts a spell that affects an enemy creature, this spell ends.

Abjuration school image 1st Shield of Faith

Abjuration • V, S, M

1 bonus action Up to 10 minutes 60 feet

Shield of Faith

1st-level abjuration (concentration)

Casting Time: 1 bonus action

Range: 60 feet

Components: V, S, M (A small parchment with a bit of holy text written on it.)

Duration: Up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Level 2

Abjuration school image 2nd Aid

Abjuration • V, S, M

1 action 8 hours 30 feet

Aid

2nd-level abjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (A tiny strip of white cloth.)

Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Evocation school image 2nd Branding Smite

Evocation • V

1 bonus action Up to 1 minute Self

Branding Smite

2nd-level evocation (concentration)

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

Conjuration school image 2nd Find Steed

Conjuration • V, S

10 minutes Instantaneous 30 feet

Find Steed

2nd-level conjuration

Casting Time: 10 minutes

Range: 30 feet

Components: V, S

Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Abjuration school image 2nd Lesser Restoration

Abjuration • V, S

1 action Instantaneous Touch

Lesser Restoration

2nd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Divination school image 2nd Locate Object

Divination • V, S, M

1 action Up to 10 minutes Self

Locate Object

2nd-level divination (concentration)

Casting Time: 1 action

Range: Self

Components: V, S, M (A forked twig.)

Duration: Up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Transmutation school image 2nd Magic Weapon

Transmutation • V, S

1 bonus action Up to 1 hour Touch

Magic Weapon

2nd-level transmutation (concentration)

Casting Time: 1 bonus action

Range: Touch

Components: V, S

Duration: Up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Abjuration school image 2nd Protection from Poison

Abjuration • V, S

1 action 1 hour Touch

Protection from Poison

2nd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Enchantment school image 2nd Zone of Truth

Enchantment • V, S

1 action 10 minutes 60 feet

Zone of Truth

2nd-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.

Sheets