Cyrus Avrathi Character in Verum | World Anvil

Cyrus Avrathi

Local Fate Paladin Cooks Food To Avoid Depression

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Cyrus Avrathi

Variant Human Race
Daborak Origin
Paladin, Oath Of Devotion 5 Class & Level
Chaotic Good Alignment
Matron Of Fate Deity
Tops Faction
Member Rank/Position
4 Loyalty
N/A Company

Strength 16
+3
Dexterity 13
+1
constitution 14
+2
intelligence 12
+1
wisdom 14
+2
charisma 14
+2
Total Hit Dice 4
Hit Die
1d10+2
+3 proficiency bonus
+2 Strength
+1 Dexterity
+2 Constitution
+1 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+1 Arcana
+4 Athletics
+2 Deception
+1 History
+2 Insight
+2 Intimidation
+1 Investigation
+4 Martial
+2 Medicine
+1 Nature
+2 Perception
+2 Performance
+4 Persuasion
+1 Religion
+3 Sleight of Hands
+1 Stealth
+2 Survival
skills

 
11
MV

Prestige
1
Attunement Slots
20
Armor Class
41
Hit Points
+1
Initiative
30
Speed
Attacks
Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: Brewer's Supplies, Pan Flute, Cook's Utensils, Leatherworkers Tools, Weaver's Tools
Languages: Common, Draconic, Orclin, Wicked
Proficiences
MV - 8
Crafting Tokens - 13

-Money-

4,043 GP

-Weapons and Armor-

Dawnbreaker -Silver Longsword - Attunement

This weapon deals an additional 1d4 radiant damage on a successful attack

While wielding this weapon, you may expend a spell slot to cast a Burning Hands spell at a level equal to the spell slot level expended. This deals radiant damage.

This weapon has the following abilities:

Light the Way: Whenever you critically hit or smite a creature with this weapon, the next attack made by a target other than yourself against that creature before the start of your next turn gains advantage. This only functions once per round.

Shining Flash: You may declare that you are using this ability as part of a smite using this weapon. The creature must succeed on a DC 14 Constitution saving throw or become Blinded for one minute. This blindness can be removed in the same ways one would remove a Blindness/Deafness spell. Once you have used this ability, you cannot activate it again until you have completed a long rest.

Solar Blade: You may declare that you are using this ability as part of your attack action using this weapon. The first attack made during your attack action this round ignores AC granted to the target from armor and shield, and deals half the total damage to any hostile creatures adjacent to your target. You may use this power once per day""

[Base Material]

Longsword
Shield
Dagger
Full Plate
Scale Mail
Feller's Hook
  • While you hold the rope attached to the hook in at least one hand; a huge or smaller creature with a fly speed hit by this grappling hook cannot move outside of the range of this grappling hook with their fly speed unless they deal 5 points of slashing damage to it (AC 14) or succeed on a Strength check to break free as an action, DC determined by 8 + Your Proficiency Bonus + Your Strength Modifier. As a bonus action you can make an opposed Strength (Athletics) check against the creature, on a success pulling the creature down to an unoccupied space at least 30 feet away from you, on a failure their position does not change.

  • -Adventuring Gear-

    Preists Pack
    Holy Symbol of Fate
    A staff
    Hunting trap
    Trophy from an animal you have killed or that has been passed down to you
    Set of traveler's clothes
    Brewer's Supplies
    Pan Flute
    Bullseye Lantern
    Bandoliers (x2)


    -Magic Items-

    Potion of Healing (x1)
    Glamored Top Hat
    -This top hat may become any form of fitting Top Hat on the wearer, no larger than a 5ft cube. If the Glamored Top Hat is unobstructed, it instantaneously reshapes and cleans itself. While wearing this hat, you gain a bonus +1 to Charisma Checks for each other Tops member wearing a Glamored Top Hat within 15 feet of you. Additionally, you gain a +1 bonus to Attack Rolls if there is another Tops member wearing a Glamored Top Hat within 15ft of you.

    Feats: Master Chef

    Languages: Common, Draconic, Orclin, Wicked
    Equipment
    Tops
    Faction
    Razzle Dazzle
    Stat Array
    VHuman Feat: Master Chef

    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

    Fighting Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

    Channel Divinity: Sacred Weapon

    As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

    You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

    Channel Divinity: Turn the Unholy

    As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

    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.

    4th Level: Ability Score Improvement in Strength

    Extra Attack

    Class/Racial Features & Traits