Arash, Aasimar Paladin of Vengeance<br/><div class="floatleft">(https://farm8.staticflickr.com/7839/47443470452_225be55db8_o.png)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Details</div><div class="spoiler_body"><strong>Name:</strong> Arash Tolwar<br/><strong>Height:</strong> 6'0"<br/><strong>Weight:</strong> 175lb<br/><strong>Race:</strong> Protector Aasimar<br/><strong>Background:</strong> Acolyte<br/><strong>Age:</strong> 29<br/><strong>Eyes:</strong> Silver<br/><strong>Hair:</strong> White, short &amp; cropped<br/><br/><strong>Level:</strong> 7<br/><strong>Class:</strong> Paladin <br/><strong>Alignment:</strong> Lawful Neutral</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores &amp; Skills</div><div class="spoiler_body"><strong><span class="bbc_u">Ability Scores</span></strong><br/><br/><strong>Strength: 16</strong><br/><strong>Dexterity: 10</strong><br/><strong>Constitution: 12</strong><br/><strong>Intelligence: 10</strong><br/><strong>Wisdom: 14</strong><br/><strong>Charisma: 15</strong><br/><br/><strong>Proficiency Bonus: +3</strong><br/><br/><strong>Languages:</strong> Common, Celestial, Elven, Undercommon<br/><br/><strong><span class="bbc_u">Skills</span></strong><br/>* = Proficient<br/>Acrobatics (Dex): +0<br/>Animal Handling (Wis): +2<br/>Arcana (Int): +0<br/><em>Athletics*</em> (Str): +6<br/>Deception (Cha): +2<br/>History (Int): +0<br/><em>Insight*</em> (Wis): +5<br/><em>Intimidation*</em> (Cha): +5<br/>Investigation (Int): +0<br/>Medicine (Wis): +2<br/>Nature (Int): +0<br/>Perception (Wis): +2<br/>Performance (Cha): +2<br/>Persuasion (Cha): +2<br/><em>Religion*</em> (Int): +3<br/>Sleight of Hand (Dex): +0<br/>Stealth (Dex): +0<br/>Survival (Wis): +2</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat &amp; Saves</div><div class="spoiler_body"><strong><span class="bbc_u">Combat</span></strong><br/><br/><strong>Hit Points:</strong> 53<br/><strong>Initiative:</strong> +0<br/><strong>Movement Speed:</strong> 30ft<br/><strong>Armor Class: 21</strong> <br/><br/><strong>Longsword +1:</strong> +7 to hit, 1d8+4 damage (slashing, magical)<br/><strong>Javelin:</strong> +6 to hit, 1d6+3 damage (piercing, thrown 30/120)<br/><br/><strong><span class="bbc_u">Saving Throws</span></strong><br/><strong>Strength: +5</strong><br/><strong>Dexterity: +2</strong><br/><strong>Constitution: +3</strong><br/><strong>Intelligence: +2</strong><br/><strong>Wisdom: +7</strong><br/><strong>Charisma: +7</strong></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features</div><div class="spoiler_body"><strong><span class="bbc_u">Features</span></strong><br/><br/>- <strong>Shelter of the Faithful</strong>: Pg 127 PHB<br/>- <strong>Celestial Resistance</strong>: <em>You have resistance to necrotic damage and radiant damage.</em><br/>- <strong>Healing Hands</strong>: <em>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.</em><br/>- <strong>Light Bearer</strong>: <em>You know the light cantrip. Charisma is your spellcasting ability for it.</em><br/>- <strong>Radiant Soul</strong>: <em>Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.</em><br/>- <strong>Divine Sense</strong>: <em>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. Vou 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/><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.</em><br/>- <strong>Lay on Hands</strong>: <em>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 x 5.<br/><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/><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/><br/>This feature has no effect on undead and constructs.</em><br/>- <strong>Fighting Style</strong>: <em>Defender: When wearing armor, you gain a +1 bonus to AC.</em><br/>- <strong>Spellcasting</strong>: <em>Preparing and Casting Spells: The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.<br/><br/>You prepare the list of paladin spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of spells equal to your Charisma modifier + your paladin level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.<br/><br/>Spellcasting Ability: Charisma is your casting ability for paladin spells. Your magic comes from the strength of your convictions. When a spell refers to your spellcasting ability, you use Charisma . In addition, you use your Charisma to determine the save DC of any paladin spell which requires one, and when making an attack roll with one.<br/><br/>    Spell save DC= 8 + your proficiency bonus + your Charisma modifier<br/>    Spell attack modifier= your proficiency bonus + your Charisma modifier<br/><br/>Spellcasting Focus: You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.</em><br/>- <strong>Divine Smite</strong>: <em>Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-levei 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.</em><br/>- <strong>Divine Health</strong>: <em>By 3rd level, the divine magic flowing through you makes you immune to disease.</em><br/>- <strong>Sacred Oath</strong>: <em>Oath of Vengeance</em><br/>- <strong>Channel Divinity</strong>: <em>When you take this oath at 3rd level, you gain the following two Channel Divinity options.<br/><br/>Abjure Enemy: As an action, you present your holy symbol and speak a prayer o f denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.<br/><br/>On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.<br/><br/>On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.<br/><br/>Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.</em><br/>- <strong>Heavy Armor Master</strong>: When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3.<br/>- <strong>Extra Attack</strong>: <em>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</em><br/>- <strong>Aura of Protection</strong>: <em>Starting at 6th level, 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/><br/>At 18th level, the range of this aura increases to 30 feet.</em><br/>- <strong>Relentless Avenger</strong>: <em>By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.</em></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gear, Weapons, &amp; Armor</div><div class="spoiler_body"><strong><span class="bbc_u">Gear, Weapons, &amp; Armor</span></strong><br/><br/>Adamantine Full Plate<br/>Longsword +1<br/>Javelins (6)<br/>Shield (Holy Symbol)<br/>Holy Symbol<br/><br/><br/><span class="bbc_u">Bag of Holding</span>:<br/><br/>Backpack<br/>Belt Pouch<br/>Bedroll<br/>Mess kit<br/>Antitoxin (vial)<br/>Tinderbox<br/>10 torches<br/>10 days of Rations<br/>1 Waterskin<br/>50 feet of Hempen rope<br/>Ball Bearings (bag of 1,000)<br/>Caltrops (bag of 20)<br/>Crowbar<br/>Grappling Hook<br/>Piton (4)<br/>Hammer<br/>Oil (Flask)<br/>Manacles<br/>Lock<br/>10 feet of chain<br/>Tent (two-person)<br/>Bottle of Black Ink<br/>Quill<br/>Small Knife<br/>Book<br/>Parchment (10)<br/>Sealing Wax<br/>Scroll Case (3)<br/>Candle<br/>Chalk<br/>Vial (5)<br/>Common Clothes<br/>Fine Clothes<br/>Soap (5)<br/>Bell<br/>Incense<br/>Vestments<br/>Prayer Book<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body"><strong><span class="bbc_u">Background</span></strong><br/>Arash was never sure where he was born or who his parents were.  The stories he'd been told were of being found in the Underdark outside Calbriz.  He was a mere infant at the time in the captivity of some low tier demons.  An adventuring parting returning from Calbriz to Glen Avon had run into them.  Arash was  taken to Glen Avon and left in the care of one of the Elven temples.  He grew up in the clergy with Elven children until his teen years when he decided that the he was not fitting into the Elven faiths.  He moved in with the smaller population of humans in Glen Avon, taking up the worship of their deities.  Still, he didn't seem to fit in with their belief or system of worship either.  He was an outcast even in the city that had cared for him.<br/><br/>When he was approaching his late teens, bordering on twenty summers, he met a wanderer named Gilem.  He was an older human man mercenary who passed through that part of the world routinely.  He traveled Glen Avon and Calbriz doing simple or complex jobs, and anything that would pay for his drinks, gambling, and food.  Arash became enamored with him, and Gilem seemed amused by Arash's attention.  There was no love between them as they both shared a silent belief that love was a cleverly constructed lie to hide the true nature of the world.  Gilem and Arash became the best of friends over the next couple of years.  Gilem would leave and return routinely, and they would each share in each other's company on every return.<br/><br/>Gilem was reported dead on a job somewhere in the Underdark.  He'd never told Arash about the details of his work because he didn't want to bore the young Aasimar, but he also didn't want to get him involved.  Sometimes knowing too much could get someone into trouble.  Curious of his friend's demise, he traveled to Calbriz where his body had been found.  Arash was able to talk to the priest before the burial.  Oddly, the man knew he would be receiving a guest though not exactly the identity of who.  In Gilem's possession was a single coin.  Whether by luck, destiny, or divine guidance, the priest insisted that Arash take it as a memento of his deceased friend.  Arash accepted, unknowing of what the coin would mean.<br/><br/>Later, Arash received a dream.  It was abstract and hard to make sense of in the beginning.  It involved a dagger, Gilem, and a two-faced being.  After waking, he could remember feeling drawn by its meaning.  The coin he'd received from the priest held a two-faced man's image on each side, but he couldn't remember that depiction when he'd first taken the coin.  He questioned the priest the next day, and the man examined it before telling Arash of the Doombringer and his purpose.  It was a diety of vengeance and justice.  Wanderers and outcasts worshiped him on behalf of the wronged and those who had been victims of injustice.  Something about that clicked for him, and he immediately sought more about this deity.  Over the next years he would study, worship, and devote himself to his purpose.  He took a paladinhood devoted to the deity Hoar, the two-faced god's true name.  In the end, his life became much like that of Gilem before he died.  He worked jobs to pay his way, making sure to right the injustices or serve vengeance to honor Hoar.  </div></div><br/><br/>