<div class="floatleft">(https://cdna.artstation.com/p/assets/images/images/004/377/216/large/lindsay-kerner-jondarfinalrgb-uplox.jpg?1483129637)</div><div align="center"><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_u"><strong>Zorira Druu</strong></span></span></div><br/><strong>Class/Level:</strong>Paladin 7<br/><strong>Background:</strong>Knight Of The Order (Knights of the Unicorn)<br/><strong>Race:</strong>Tiefling (bloodline of Zariel)<br/><strong>Alignment:</strong>Neutral Good<br/><br/><hr/><br/><strong>Ideals:</strong><em>"Our lot is to lay down our lives in defense of others!"</em><br/><strong>Bonds:</strong><em>"My mother was rescued by strangers and took her in despite her sins she has made and took care of me, for that I devote my entire life repay that kindness to others and to world."</em><br/><strong>Flaws:</strong><em>"I put too much trust in those who wield power within my order's hierarchy."</em><br/><strong>Personality:</strong><em>"I can stare down a hell hound without flinching!"</em>,<em>"I'm always polite and respectful."</em><br/><br/><hr/><br/><br/><br/><br/><strong>Age:</strong>40<br/><strong>Height:</strong>6'2'ft<br/><strong>Weight:</strong>210lbs<br/><strong>Eyes:</strong>Golden<br/><strong>Skin:</strong>Crimson, scaled<br/><strong>Hair:</strong>Black and curly<br/><br/><hr/><br/><span class="bbc_u"><strong>Stats</strong></span><br/><br/><strong>Armor Class:</strong>18<br/><strong>Initiative:</strong>+2<br/><strong>Speed:</strong>30'<br/><strong>Passive Perception:</strong>11<br/><strong>Hit Point Maximum:</strong>60<br/><strong>Hit Dice:</strong>7d10<br/><strong>Proficiency Bonus:</strong>+3<br/><br/><span class="bbc_u"><strong>Attributes</strong></span><br/><br/><strong>Str:</strong>18 (+4)<strong>Dex:</strong>14 (+2)<strong>Con:</strong>14 (+2)<strong>Int:</strong>12 (+1)<strong>Wis:</strong>13 (+1)<strong>Cha:</strong>18 (+4)<br/><br/><span class="bbc_u"><strong>Saving Throws</strong></span><br/><br/><strong>Proficiencies:</strong>Wis, Cha<br/><br/><strong>Str:</strong>(+4)<strong>Dex:</strong>(+2)<strong>Con:</strong>(+2)<strong>Int:</strong>(+1)<strong>Wis:</strong>(+4)<strong>Cha:</strong>(+7)<br/>= Himself and all friendly creatures 10'ft from him while he is conscious get +4 to all saving throws<br/><br/><span class="bbc_u"><strong>Skills</strong></span><br/><br/><strong>Proficiencies:</strong>Athletics, Persuasion, Nature, Religion<br/><br/><strong>Acrobatics (Dex):</strong>(+2)<strong>Animal Handling (Wis):</strong>(+1)<strong>Arcana (Int):</strong>(+1)<strong>Athletics (Str):</strong>(+7)<strong>Deception (Cha):</strong>(+4)<strong>History (Int):</strong>(+1)<strong>Insight (Wis):</strong>(1)<strong>Intimidation (Cha):</strong>(+4)<strong>Investigation (Int):</strong>(+1)<strong>Medicine (Wis):</strong>(+1)<strong>Nature (Int):</strong>(+4)<strong>Perception (Wis):</strong>(+1)<strong>Performance (Cha):</strong>(+4)<strong>Persuasion (Cha):</strong>(+7)<strong>Religion (Int):</strong>(+4)<strong>Sleight of Hand (Dex):</strong>(+2)<strong>Stealth (Dex):</strong>(+2)<strong>Survival (Wis):</strong>(+1)<br/><br/><hr/><br/><strong>Languages:</strong>Common, Infernal, Sylvan<br/><strong>Weapon Proficiences:</strong>Simple Weapons, Martial Weapons<br/><strong>Armor Proficiencies:</strong>All Armor, Shields<br/><strong>Toolkits:</strong>Viol<br/><br/><strong>Features and Traits:</strong><br/><br/><em>Knightly Regard</em>- Across the world, far as Cormyr or even Waterdeep, those who respect Order of the Unicorn (common folk which order regularly aids and comforts) and their romantic and chivalrous lifestyle along with respect to nature deities (Lurue, Mielikki etc) will provide shelter, food and even give risky aid in time of dire need. Including doing illegal things when local laws are unjust to said knight or even hide him/her.<br/><br/><em>Legacy of Avernus</em>- You know the<em>Thaumaturgy</em>cantrip. you can cast<em>Searing Smite</em>as a first level spell and<em>Enthrall</em>as second level spell. You cast each one once per long rest, using CHA as a spellcasting trait (DC 15).<br/><br/><em>Hellish Resistance</em>- Resistant to Fire Damage<br/><br/><em>Darkvision</em>- 60'<br/><br/><em>Infernal Constitution</em>(Feat)<br/><ul class="bbc_list"><li>Increase your Constitution score by 1, up to a maximum of 20</li><li>You have resistance to cold and poison damage.</li><li>You have advantage on saving throws against being poisoned</li></ul><br/><em>Divine Sense</em>- As a action can detect location of celestial, fiend or undead in 60'ft who aren't behind total cover until to next turn 5/L. Also detect consecrated and desecrated locations (like hallow) or objects.<br/><em>Lay of Hands</em>- Have healing pool equal to paladin level x 5 which as a action can heal anyone you touch. Pool recovers on long rest. Also every 5pts from pool can cure one poison or disease condition from touched target. Has no effect on undead or constructs.<br/><em>Fighting Style (dueling)</em>- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br/><em>Spellcasting (paladin)</em>- Gain spell slots and spells as paladin.<br/><br/><em>Divine Smite</em>- 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, to a maximum of 6d8.<br/><em>Divine Health</em>- Immune to diseases.<br/><br/><em>Paladin Sacred Oath</em>- Oath of Ancients<br/><em>Oath Spells</em>- Oath own spells (added to spell list automatically)<br/><em>Channel Divinity 1/S or L</em>- options below<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Nature's Wrath</div><div class="spoiler_body">You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Turn the Faithless</div><div class="spoiler_body">You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.<br/><br/>A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.<br/><br/>If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.</div></div><br/><br/><em>Extra Attack</em>- Can attack twice on attack action.<br/><em>Aura of Protection</em>- Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.<br/><em>Aura of Warding</em>- Paladin and all friendly creatures 10'ft from him get resistance to damage from spells.<br/><br/><hr/><br/><strong>Equipment:</strong><br/><br/>Traveler's clothes<br/>Signet (Order Ring as proof of membership and rank)<br/>Tabard (presenting order's coat of arms (https://rfclipart.com/image/big/79-51-92/medieval-coat-of-arms-with-mythological-unicorn-Download-Royalty-free-Vector-File-EPS-96813.jpg), white on blue field)<br/><br/>(OOC: As suggestion for item purchases and such to use Sane Magical Prices (https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view) pdf)<br/><br/><em>Moonblade</em>(reflavored Sun Blade (https://dnd5e.info/magic-items/item/sun-blade/))<br/>= This mere sword handle made from mithril can conjure a shining white/silver scimitar blade as bonus action, granting to attuned user +2 to attack and dmg rolls and all damage it does is radiant than weapon type and weapon has finesse quality while conjured. Providing bright illumination 15'ft and dim illumination 15'ft beyond that. Which can be expanded as action by 5'ft to max 30'ft.<br/><br/><em>Adamantine Plate</em><br/>= Besides benefits (and disadvantages) of plate armor, while wearing the armor critical hits become normal hits instead (bought as uncommon item for 500gp).<br/><br/><em>Orb of Time</em><br/>= While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.<br/><br/>Backpack<br/>5xJavelins<br/>Warhammer<br/>Short Spear<br/>Kit, climber (25gp, 12lb)<br/>Priest's Pack, (free)<br/>Explorer's Pack, (10gp)<br/>2gp<br/><br/>Wealth roll 1 (https://elliquiy.com/forums/dicebot.php?r=141419)<br/><br/><hr/><br/><strong>Attacks:</strong><br/><br/>Moonblade: +9, 1d6+8 radiant, melee<br/>Warhammer: +7, 1d8+6 physical/non-magical, melee<br/>Javelin: +7, 1d6+4 physical/non-magical, range 30/120<br/><br/><hr/><br/><strong>Cantrips (at-will):</strong><br/><em>Thaumaturgy</em><br/><br/><strong>Lvl 1 Spells (4/4):</strong><br/><em>Searing Smite 1/L</em><br/><em>Ensnaring Strike</em><br/><em>Speak with Animals</em><br/><em>Heroism</em><br/><em>Command</em><br/><em>Bless</em><br/><em>Shield of Faith</em><br/><em>Protection from Evil and Good</em><br/><br/><strong>Lvl 2 spells (3/3):</strong><br/><em>Branding Smite 1/L</em><br/><em>Moonbeam</em><br/><em>Misty Step</em><br/><em>Aid</em><br/><em>Find Steed</em><br/><br/><strong>Lvl 3 Spells:</strong><br/><br/><strong>Lvl 4 spells:</strong><br/><hr/><br/><strong>Personality/History/Etc:</strong><br/><br/>Zorira Druu was born to Vaidra Druu (https://pbs.twimg.com/media/Dr10SWiXgAU321E.jpg:large), a proud tiefling of her ancient heritage to warlock family who did pact to Glasya ages ago and is proud follower of warlock arts. She had been wicked individual her entire life at point and pregnancy itself had resulted from non-consensual union where she had seduced and impregnated herself by a paladin to able bypass her family mansion wards thanks growing child in her womb and rob and desecrate the sacred chapel. It was sheer whim she decided keep child, both as trophy and sign of her achievement and continue her lineage. Most likely Zorira would had become warlock like his mother if fate would not had intervened and for spark of good what was left in his mother.<br/><br/>After he was born, the organization made from dark mages where his mother worked got told by emissary of Glasya (mother's patron) that 'child of Druu' must be sacrificed, in return for immense power and resources given to organization. Zorira was offered seat in inner circle council, promotion to leadership, in return she handling the sacrifice ritual of her own child. However despite in logical angle she had done worser things and killing a child would be easy to gain more power both in organization and from her patron, she decided against it. She feigned to go with it but she then fled with her child, once organization and her patron learned about her treachery, a intense hunt begun and first time Vaidra was without her magic and she was terrified as patron of hers turned back on her.<br/><br/>She fled from country to country, using whatever trickery and ruthless skills she had to get by and coin to make another leap and shake pursuers. But when your pursued by organization which employed arcanists and spell using assassins, they remained close behind her. Only companion to her was her imp familiar, as albeit robbed of spellcasting the pacts made remained to other sources and imp Nanalyn (https://i.pinimg.com/originals/73/fb/29/73fb295db9e455daea61bbf89c31e581.jpg) was many wicked things but she was loyal. She evaded the band of dark mages over a year, she was exhausted, tired and her child grew and remained healthy and unaware of dread which followed Vaidra. Many times Vaidra was tempted just do it; kill child, abandon it to someone else and she herself flee. But in later albeit initially smart, was no good as the organization tracked the child and not just her. So giving child someone else would just doom the whoever has the child and get child killed.<br/><br/>Vaidra herself as wondered why she refused kill her own child; only what she can tell that child was something precious to her. More precious than even her own life since she birthed the child, mother instincts were intensely awakened in her as she also thought continue her lineage and was proud of it and hoped child carry it along. But she felt if she kills the child, she herself sees herself as failed mother and she has past hated mothers who did not do their duty properly or did it badly. So mixture of pride and mother instinct kept her going. However she fled from city where she got caught and was injured in conflict and fled into forest blindly, hoping shake pursuers but they were hot on her tail, hotter than ever. Then she collapsed and first time ever prayed something else than dark powers, she prayed in forest for a miracle save her child and herself.<br/><br/>Miracle came in as she had collapsed near camp of knights, knights of the unicorn. A small band, just six. However those six were veteran adventurers and seeing terrified tiefling woman with tiefling child scrambling in mud as dark armored and robed men approached with intent to kill her....they acted without hesitation and caught the pursuers offguard. They defeated them all, but organization was big and so the order took Vaidra under their protection as was her child. Vaidra at first thought exploit her rescuers, for time, to get break and flee again. However she shocked to learn the headmaster of organization knew of Vaidra, knew about her reputation and past and still she offered her sanctuary for the child's sake, nothing else. Vaidra was moved by the knight's forgiveness on her and then she swore herself to repay their kindness in whatever way she can. Her familiar was not happy but tagged along as well.<br/><br/>Years go by and Vaidra helped knights many times with her knowledge and overtime she successfully managed make new pact to new patron; this time to divine itself onto Lurue, unicorn princess herself. Zorira grew in safety of knights magical warded homes and castles, getting influenced by the order greatly and at first mother was severely disappointed that Zorira showed no interest to warlock arts. Until later realize that somehow her lineage had changed in Zorira; as he has manifested Zariel bloodline than Glasya. He was still her son, but clearly there has been cross bloodline trafficking among her ancestors which was less known about. She herself wondering was entire reason slay her son just eliminate entirely Zariel bloodline in her lineage?<br/><br/>Either way Zorira grew into strong and handsome man, trained by knights and embracing chivalry and courage while embracing ancient primal ideals for light and good. Once learning full magnitude of good order had done for him and mother he swore repay their kindness tenfold to them and to world. Then he started travel and do so with some other younger members of the order, travel and study under their guidance once he was accomplished enough to take sacred vows in grove dedicated to wilderness gods and anoint himself as paladin of ancients. He has then led colorful life in doing heroics and one such epic tale tells how he found his moonblade, a sacred elven relic since crown wars era which was blessed by moonlight than sunlight. Eventually he joined the<em>Labyrinth Mind Guild</em>through shared associate between his order and the guild. Working both for experience and for coin as well, but most of all also respect his oaths and spread light into darkness where light haven't shined long time or ever.<br/><br/>So when summons for underdark came, he gladly accepted the challenge to the task. More so if rumors are true and wizard succeeded bring green, nature, in place where it has never been before.