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King Udoster Gellantara (Lionheart)

King Udoster Gellantara (a.k.a. Lionheart)

Sixteen years ago, King Udoster Gellantara, popularly known as 'Lionheart' for his heroism in wars with Gwardonna's neighbors, assumed the throne after the death of his father. He was a hugely popular king, a paladin known for his bravery and devotion to his people. When he initially took the throne, the existing prime minister was a controversial man known as Bartholomaeus Dwight. Four years after King Lionheart gained the throne, however, Kevian Bretson, a powerful wizard, war hero, and hugely popular candidate, was voted into the prime minister's office by an overwhelming majority.   Immediately, Kevian Bretson began cracking down on the Kingdom's rampant criminal networks. While prime ministers had been promising to fight crime for decades, Kevian appeared to be much more successful at it, and the crime rate dropped precipitously. Most people rejoiced at the chance, but a few grumbled over the loss of freedoms associated with this change. Those with a keener sense of politics, meanwhile, noted the ease with which Kevian got his rulings past the king—virtually none of Kevian's new policies raised any objection from King Lionheart.   At the same time, King Lionheart began to act differently, becoming more withdrawn and acting as though under a great deal of stress. His public displays and appearances became less frequent, and when he did preside over celebrations, he did so with much less enthusiasm than before. In his place, Kevian Bretson took over many public relations duties, shaking hands, kissing babies, and providing many speeches. He even brought in a tradition whereupon, whenever he visited a town, he would personally greet each and every child born since his last visit.
Current Location
Species
Ethnicity
Children
Aligned Organization

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King Udoster Gellantara (Lionheart)

Oathbreaker/Oath of the Crown Paladin 17 Class & Level
Noble Background
Alasian Human Race
Lawful Good Alignment

Strength 17
+3
Dexterity 16
+3
constitution 18
+4
intelligence 12
+1
wisdom 11
+0
charisma 15
+2
Total Hit Dice 17
Hit Die 1d10+4
6 proficiency bonus
10 Passive perception
3 Strength
9 Dexterity
10 Constitution
1 Intelligence
6 Wisdom
8 Charisma
saving throws
3 Acrobatics
0 Animal Handling
1 Arcana
3 Athletics
2 Deception
7 History
0 Insight
2 Intimidation
1 Investigation
6 Medicine
1 Nature
0 Perception
2 Performance
8 Persuasion
7 Religion
3 Sleight of Hands
3 Stealth
0 Survival
skills
18
AC
195
Hit Points
2
Initiative
30ft
Speed

Proficiencies
Attacks
Spellcasting

By 2nd level, you can cast paladin spells.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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 paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

1st level: cure wounds, shield of faith, ceremony, compelled duel, command (crown), compelled duel (crown), hellish rebuke (oathbreaker), inflict wounds (oathbreaker)

2nd level: lesser restoration, protection from poison, branding smite, zone of truth (crown), warding bond (crown), crown of madness (oathbreaker), darkness (oathbreaker)

3rd level: blinding smite, magic circle, revivify, aura of vitality (crown), spirit guardians (crown), animate dead (oathbreaker), bestow curse (oathbreaker)

4th level: aura of life, banishment, death ward, banishment (crown), guardian of faith (crown), blight (oathbreaker), confusion (oathbreaker)

5th level: destructive wave, circle of power (crown), geas (crown), contagion (oath), dominate person (oath)
Spellcasting
Full plate armor
Equipment

Personality Traits
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
Ideals

Bonds

Flaws
Feature: Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

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 (3). 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 (85). 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 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.

This feature has no effect on undead and constructs.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Divine Smite

Starting at 2nd level, 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.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

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.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Switching Oaths

When acting of his own free will (such as it is), Lionheart is Oath of the Crown. When Kevian assumes more direct control, he is Oathbreaker. Once per short rest, when reduced to 0 hp, he can fully heal by switching oaths instead of falling unconscious.

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Saint

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Oathbreaker

An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

Starting at 7th level you, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Features & Traits

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