<div class="floatright">(https://i.redd.it/mcw1d6md6d811.jpg)</div><strong>Name: </strong>Therdrey Winterbloom<br/><strong>Race:</strong>Half-Elf<br/><strong>Class:</strong>Paladin<br/><strong>Alignment:</strong>LG<br/><strong>Diety:</strong>Selune<br/>Therdrey was young when he was called into the service of the goddess of the moon. Hailing from the southern shore of the Moonsea, he lost his parents, both retired adventurers when the died repelling the Greyfoot tribe of Orges when the attempted to destroy his villiage. The tribe had been rampaging around the area and had already destroyed 2 other towns, so when the call came to rise up and defeat them his parents answered. Most didn't make it home, and Therdrey's parents were among them. At the tender age of 8 he was taken in by the church of Selune, and the peace and routine helped him through his greif.<br/><br/>It was soon apparent to the preistesses that despite his gratitue for being taken in and his even tempred nature, a life of scholory contemplation of the mysteries of the goddess was not going to suit him. He was an active, curious, and athletic boy and so he was given the opportunity to go to Hillsfar to be trained to fight, and if he so desired, fight for Selune. It was an offer he gladly took.<br/><br/>He has spent the last several years in Hillsfar learning the sword and having gotten some practical experience with it when the occasion merited. Having grown from a boy into a young man he is still as active and restless as ever. Shortly after swearing his oath of service to the church he was allowed to 'follow the moon', a quest of wandering to find where his services were needed. It was a long way from Hillsfar to Daggerford but now that he is here he feels that it is where he needs to be.<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Statistics</div><div class="spoiler_body"><strong>Class/Level:</strong> Paladin 1<br/><strong>Background:</strong> Acolyte<br/><strong>Initiative:</strong> +1<br/><table class="bbc_table"><tbody><tr><td><strong>AC:</strong> 18 </td><td><strong>HP:</strong> 12/12 </td></tr><tr><td><strong>P. Perception:</strong> 12 </td></tr></tbody></table><strong>STR:</strong> +3 (16) <strong>DEX:</strong> +1 (12) <strong>CON:</strong>+2 (14)  <strong>INT:</strong>+0 (10)  <strong>WIS:</strong>+0 (11)  <strong>CHA:</strong>+2 (14)<br/><br/><strong>Saving Throws:</strong> STR +3, DEX +1, CON +2, INT +0, WIS +2, CHA +4<br/><strong>Skills:</strong><br/>Athletics +5<br/>Insight +2<br/>Intimidation +4<br/>Perception +2<br/>Persuasion +4<br/>Religion +2<br/><strong>Tool Proficiencies:</strong><br/><strong>Languages:</strong>Common, Elvish, Giant, Celestial, Undercommon</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background Features</div><div class="spoiler_body">Feature: Shelter of the Faithful<br/>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.<br/>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Race Features</div><div class="spoiler_body">Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. 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.<br/><br/>Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body">Divine Sense<br/>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.<br/>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.<br/><br/>Lay on Hands<br/>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.<br/>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.<br/>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.<br/>This feature has no effect on undead and constructs.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats/Ability Score Increases</div><div class="spoiler_body">N/A</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Warhammer<br/>5 Javelins<br/>Shield<br/>Chain Mail<br/>Pouch with 15gp<br/>Clothes, common<br/>Waterskin<br/>Bedroll<br/>Incense (5 sticks)   <br/>Rations (10 days)<br/>Rope, hempen 50ft<br/>Holy Symbol (Amulet)<br/>Vestements   <br/>Prayer Book   <br/>Tinderbox<br/>Mess kit<br/>Backpack<br/>Torch (10)   <br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body"><strong>Spells Known</strong><br/><span class="bbc_u">Cantrips</span><br/>-<br/>-<br/><br/><span class="bbc_u">1st Level</span> X/X<br/>-<br/>-<br/><br/><span class="bbc_u">2nd Level</span> X/X<br/>-<br/>-<br/><br/>(modify as needed)<br/>Mark with * the prepared spells, if your class prepares spells.<br/></div></div>