Hul Stonebull Character in Verum | World Anvil

Hul Stonebull

Hul Stonebull

Physical Description

Body Features

  • Short, brown fur.
  • Forward facing, white horns.
  • General cuts and bruises expected of someone living in the Badlands.

Facial Features

  • Long chin braid
  • Pronounced brow wrinkles

Identifying Characteristics

    Copper nose ring

Physical quirks

  • Ambidextrous

Apparel & Accessories

When not wearing his armor, he wears a thin, brown, cloth vest with an extremely large neck hole and tattered, brown pants, cut off at the knee.

Mental characteristics

Personal history

Having lived his life in the Badlands, one thing is abundantly clear to Hul: the strong survive. Born into a tribe of nomadic Minotaur, he grew up with the rare occurrence of the severely injured being given the choice of striking out into the wastes on their own, or providing for the tribe in death. Those that sacrifice themselves for the tribe are remembered as those who would give everything for their people to survive and pass on the strength they had in life to those that remain.   Life would be routine, until the death of a village elder. The traditional feast and merry making that accompanied passing changed Hul. In contrast to other events like this, he gained power that he could feel. He felt chains upon himself. Despite the free lifestyle of his people, they were bound to the whims of the land, and the creatures that inhabited it, so, with his newfound power, Hul set off into the world in search of greater strength so that he would never be shackled again.

Education

A very general knowledge of the world as told by village elders and what could be gathered from wandering travelers in the short time they remained in the Badlands.

Intellectual Characteristics

  • Logical
  • Questioning
  • Understanding
  • Mild tempered

Morality & Philosophy

  • The strong and competent should lead
  • Ritualistic cannibalism allows the dead to lead the living

Taboos

  • Desecration of corpses.
  • Forcing ideals onto others and vice versa.
  • Being forcibly bound for extended periods of time (prison/slavery/etc.)

Personality Characteristics

Motivation

Drives himself to become better in all facets of life, as to never be controlled by another being.

Likes & Dislikes

Likes
  • Reading
  • Exercising
  • Debating
  Dislikes
  • Not having anything to do.
  • Overly opinionated people.

Virtues & Personality perks

  • Temperate
  • Respectful
  • Values Family
  • Level Headed

Vices & Personality flaws

  • Slightly Self-centered
  • Frank
  • Noncommittal

Personality Quirks

When deep in thought, Hul will stroke his beard and stare off into the distance

Social

Religious Views

Cassisite
Species
Year of Birth
1102 103 Years old
Birthplace
The Tame
Children
Current Residence
The Maw of Malice
Gender
Male
Eyes
Amber
Hair
Short, brown fur
Height
6'8"
Weight
320 lbs
Known Languages
  • Common (Wastes) - General speaking/reading/writing capabilities
  • Giant (Lesser) - Native tongue

Immortals
Dailos, 13th, 1204

It happened. I have met with a foe that promises to whet my appetite for a greater challenge. I met the Viaken that seek to threaten the land in conflict, along side a platoon of other adventurers, and a regiment of the Krazaxian army, in battle. They fight with great ferocity and they are incredibly difficult to put down. They do not balk in the face of immense walls of fire, or gruesome divine blows, but merely charge forth. I suffered minor wounds, yet again, but I feel that was only due to providence. If I had been paying less attention, I could have suffered grievous injuries.   A short entry today. My aim is set.

Korathi's Revenge
Dailos, 8th, 1204

My first entry in this journal ended with hope for a challenge as great, or better than the first. I was sorely disappointed. I arrived to a small town on the border of Dolten, where the village chief sought assistance with wiping out a bandit leader, Korathi Shadeweaver who survived a previous group of adventurers. My company consisted of Irith (returning from last outing), Lotto Love (Lot-O Love) a Red Dragonborn, Allegro Andante (All-Eh-grow Ahn-dan-tay) a Human/Aasimar, and Kallisto (Call-ist-o), a Triton whose full name was long and intricate so I shall just leave it as Kallisto. After a short time dealing with the various shopkeepers around town, and minor conversation with each other, we ventured out to the encampment of the bandits with the help of a rather pathetic one of their previous members (I don't remember his name. He left a very poor impression). When we arrived, we discovered that the cave hideout had been abandoned, and a tribe of kobolds had taken up residence. Through insistence of Allegro, and Irith, we kept casualties to a minimum (although I expect it would have been no trouble to clear the caves through bloodshed) and learned the location of the new encampment. We, once again, set off, after stopping back in town, and came face to face with Shadeweaver. The bandit ordered his men to destroy a bridge we were attempting to cross, but I had barely stepped foot on it, so was in very little danger. Allegro, apparently, spoke to some alligators who agreed to not hinder our crossing on the condition that we returned the mount of the bandit leader to them, as a meal. The man rode into battle on a trained rhino, I had hoped they would serve a challenge, but they were swatted away almost as easily as the bandits. I suppose I'm ruining the flow of the retelling here, but there was little tension, or drama to be had, on my part. Lotto suffered a grievous injury, but I was barely scratched. Shadeweaver fell within seconds and his mount did not fare much better.   I hunger for greater challenge.

Underneath the Sands
20th Day of the Second Month, 1204

I embarked on my first- what should I call them- mission, outing, strenuous busywork? Whatever I decide to call it, I was tasked with venturing into the deserts of Majital to investigate the mysterious reappearance of a town that had long been swallowed up by the sands. The journey itself was largely uneventful, and, along the way, I was joined by a Tiefling Wizard named Nemeia (pronounced Nem-AY-uh), a Kobold named Dust (fairly obvious), a White Dragonborn named Irith Odus (Ear-ith), and a strange little thing named Uvo (Oo-vo). While en route to the village, the group decided to largely travel by night and we encountered a few zombies that were dispatched easily enough. Throughout the course of our encounter with the zombies, I allowed Nemeia to scorch me with a spell, obliterating quite a few of the zombies at the same time. Upon arriving at the recently rediscovered village, the group rather quickly discovered a sewage tunnel to a secret encampment of cultists who appeared to be worshiping some form of burning creature. Much like the zombies, the cultists were largely ineffectual, having to resort to harsh words once I had barricaded the corridor they were attempting to pass through by using myself and the body of another writhing cultist to block passage. Nemeia, once again, dispatched a large number of them with the same spell as earlier, but I was not burned, this time. Having cleared out that floor of foes, the group descended further into the compound and encountered yet more cultists along with their ringleaders. The cultists, again, put up little resistance (although they did manage to break my concentration on a spell I had cast, as well as knock out Irith), but the ringleaders boasted far greater strength and managed to knock me down! Nevertheless, they were swiftly defeated leaving only one final room to investigate. We spent a fair amount of time resting so that Irith and I might get our strength back, before pressing on. The final room was an infernal landscape of smouldering rumble and charred bones with only one visible resident: a burning fiend. We spared little pleasantries with the creature and met it in battle. It was a formidable opponent indeed, striking hard and fast, inflicting considerable wounds against me with its first strikes, but I returned the favor with a crippling blow infused with both divine and thunderous power! As the battle progressed, the creature began to unleash buffets of flame, as its life force grew dim, once again, singing my coat. Nemeia proved her arcane prowess and dispatched of the foe with little effort or risk to herself. All in all, it seemed like a rather mundane outing, at first, but the cultist's superiors made it a fine test of my abilities. I hope future outings can match this one.

Hul Stonebull -Deceased-

Minotaur Race
Badlands Origin
Oath of the Linnorms Paladin 7 Class & Level
True Neutral Alignment
Cassius Deity
Linnorm Lords Faction
Chapter Master Rank/Position
9 Loyalty
Company

Strength 20
+5
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 7
Hit Die
1d10+3
+3 proficiency bonus
+10 Strength
+5 Dexterity
+8 Constitution
+10 Intelligence
+8 Wisdom
+16 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+8 Athletics
+3 Deception
+0 History
+3 Insight
+6 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
23
MV
0
Prestige
1
Attunement Slots
19
Armor Class
97
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageTypeRangeQualities
Warhammer 1d20+5+3 ( 1d8+5 / 1d10+5 )Bludgeoning5ftVersatile
Javelin 1d20+5+3 1d6+5 Piercing5ft (30/120)Thrown
Funeral Carver 1d20+5+3 2d8+5+1 Slashing5ftHeavy, Cleaving, Two-Handed
Attacks
ProficiencySource
Saving Throws
WisdomPaladin
CharismaPaladin
Skills
AthleticsPaladin
InsightPaladin
IntimidationMinotaur
MartialCassius
Weapons & Armor
Simple WeaponsPaladin
Martial WeaponsPaladin
Butcher's AxeTrained (Academy)
Light ArmorPaladin
Medium ArmorPaladin
Heavy ArmorPaladin
ShieldsPaladin

Proficiences
Prepared Spells = 6

Spell Save DC = 14

Spell Attack modifier = 6


Spells

Prepared spells bolded.

1st Level

Bless
Ceremony
Cause Fear (Oath)
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Jump (Oath)
Protection from Evil and Good
Purify Food and Drink
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
2nd Level

Aid
Branding Smite
Dragon's Breath (Oath)
Enhance Ability (Oath)
Find Steed
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Zone of Truth



Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Cause Fear (Oath)
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.


Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop: The target drops whatever it is holding and then ends its turn.

Flee: The target spends its turn moving away from you by the fastest available means.

Grovel: The target falls prone and then ends its turn.

Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Dragon's Breath (Oath)
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Enhance Ability (Oath)
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Heroism
1st-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Jump (Oath)
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a grasshopper's hind leg)
Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.


Lesser Restoration
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Spellcasting
QuantityItemWeight
Weapons
1Warhammer2 lbs
4Javelin(s)10 lbs
1"Funeral Carver"18 lbs
Armor
1Masterwork Plate Armor65 lbs
1Shield6 lbs
1Mantle of the Last Hearth---
1Log of Deception20 lbs
Items
1Holy Symbol of Cassius (Amulet)1 lb
1Backpack5 lbs
1Bedroll7 lbs
1Mess Kit1 lb
1Tinderbox1 lb
10Torches10 lbs
5Day Ration(s)10 lbs
1Waterskin5 lbs
150ft of Hempen Rope10 lbs
1Wooden Staff4 lbs
1Hunting Trap25 lbs
1Traveler's Clothes4 lbs
1Belt Pouch---
5Vial(s)---
1Bandolier1 lb
1Lesser Healing Potion2 lbs
4Greater Healing Potion8 lbs
1Bullseye Lantern2 lbs
9Oil Flask(s)9 lbs
1Insect Repellent (Salve)1 lb
1Sledgehammer10 lbs
16Crafting Tokens---
1100Gold Pieces22 lbs
Total Carried Weight230270 lbs



Crafting Materials
1 Rent Stardust Flawless Base Material - Adornment Weapons - Wondrous Constitution - Wisdom Astral, Evil, Water, Flow, Charm, Maneuvers Awakened - 10% cheaper
1 Might of an Astral Serpent Superior Enchantment Armor - Wondrous Strength - Charisma Astral, Necrotic, Storms, Tyranny, Arcana N/A
1 Hot Dog Syrup Superior Enhancement Armor - Wondrous - Shields Constitution Health, Curse, Poison N/A


Funeral Carver
Butcher's Axe - Major Uncommon (750 gp, 8 Days)

When it connects with a target, sound of thunder can be heard.

You deal an additional +1 Slashing damage with this weapon.

[Base Material, Spell Enchantment, Spell Invocation x1]


Mantle of the Last Hearth
Mantle - Major Rare (2,450gp) - Attunement
While attuned to and wearing this mantle, you gain the following abilities and features:
• You gain a +2 bonus to your Charisma score, and gain resistance to Acid damage.
• Rekindle the Flame: You gain advantage on death saving throws, and while dying, you heal for an additional 1d6 hit points whenever you would be healed.
[base material, adornment]


Log of Deception
Breastplate - Uncommon (600gp)
While wearing this wooden breastplate, if you succeed a DC 11 Dexterity (Stealth) check while prone and remain prone for 10 minutes, the illusory form of a log encompasses you. You can see out from within with ease, and so long as you do not move or take any actions or reactions, you are indistinguishable from a normal log. This effect is magical, and disperses if you are touched.

Equipment
Linnorm Lords
Faction
Mad Man - 15/11/15/10/11/14
Stat Array
Race, Origin, Class, and Faction Bonuses
Minotaur
  • +2 STR
  • +1 CON

The Labyrinth
  • Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.

The Sin of Tyre
  • Minotaurs have a deep hatred of arcane magic, they rage against it whenever possible. Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws.

Astaroth's Chosen
  • Minotaurs automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks.

Menacing
  • You have proficiency in the Intimidation skill.

Badlands
  • +10 max HP.
  • +2 to all saving throws.

Wendigo Soul
  • Whenever an enemy you can see within 10ft rolls a 1 on a d20 roll, you are healed for 3 hit points as you feed on the misfortune of others.

Cassius
  • Church Boon: +1 STR
  • Lip Service: Proficiency in Martial.

The Linnorm Lords
  • Linnormous Blessing
    • +10 max HP.

  • Attribute Cap Increase
    • +4 CHA to cap.

Paladin
Proficiency with:
  • Simple and Martial weapons
  • Light, Medium and Heavy armor
  • Shields
  • Wisdom and Charisma Saving Throws
  • Athletics
  • Insight.

Loyalty: 6
  • +5 HP
  • +25 bonus gold per Down Time Day.

Chapter Master
  • +5 HP


Level 1
Paladin 1


Divine Sense
  • As an action, you can detect beings of strong evil, or powerful good. 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. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated.
  • Uses = 1 + CHAmod. Refreshes on Long Rest.

Lay on Hands
  • Healing Points = Paladin LVL x 5
  • As an action, you can touch a creature and heal them for an amount up to the maximum amount available. Alternatively, you may expend 5 points to purge a single disease, or poison from a creature you touch.
  • Does not affect Undead, or Constructs.


Level 2
Paladin 2


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: Defense
  • While you are wearing armor, you gain a +1 bonus to AC.


Level 3
Paladin 3


Divine Health
  • The divine magic flowing through you makes you immune to disease.

Oath of the Linnorms
  • Oath Spells: Cause Fear, Jump
  • Channel Divinity: Cull the Meek
    Whenever you defeat an enemy with a melee weapon attack, you can use your Channel Divinity as a reaction. If you do, make a melee weapon attack another creature within your reach. If you defeat this creature, you can repeat this process until you do not defeat a creature you've attacked. Each creature you defeat while using this ability gives you a stacking +1 bonus to weapon damage rolls. You can move as normal between these attacks if you have movement to spend.
  • Channel Divinity: Predator or Prey?
    As a bonus action, you bolster the resolve of your allies, granting advantage to the next saving throw they make within 1 minute. This effect ends early for an ally if they willingly move away from an enemy.


Level 4
Paladin 4


ASI: +2 STR


Level 5
Paladin 5

Oath Spells: Dragon's Breath, Enhance Ability

Extra Attack:
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 6
Paladin 6

Aura of Protection
  • 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.


Level 7
Paladin 7

Primal Smites
  • Your Divine Smites deal primal damage instead of radiant damage.

Class/Racial Features & Traits

Comments

Please Login in order to comment!