Mordred L. Pendragon Character in Verum | World Anvil

Mordred L. Pendragon

The Celestial Storm Mordred L. Pendragon (a.k.a. Mo)

Physical Description

General Physical Condition

Basically she is fairly lean from carrying a great sword aka a felar blade and since she's been in the front line of many fights but still has a feminine figure, has a scar on her right eye. She has short hair in the front and longer hair in the back.

Body Features

Scars and Tattoos.

Identifying Characteristics

A red dragon tattoo with a shield.

Special abilities

Storm Herald Barbarian, Paladin of Steton(Crown) and Aasimar Abilities.

Specialized Equipment

Weapon Master, Frontline Tank, Single/Multi Dps.

Mental characteristics

Personal history

Mordred Le Fay grew up in the woods outside of Steton. She raised by her father Arthur Pendragon, a Dragon Slayer of the Steton Striders. She doesn’t know much of her mother since she died when she was 3 years old. However, She only knows two things, one her mother wasn’t human and, two she left her a Black and red war mask before she died. She hangs that mask in her room to remember that her mother is always with her in spirit. Nevertheless, she was content with her life. She learned from her father how to hunt, survive, and live in the ways of a Dragon Slayer. As she started to get older she notices her body appearance was changing. For example, at 4 her skin slightly changed to a pale color and, at age 9 in her blonde hair she had white highlights. She asked her father why these things are happening to her and he responded “It’s your mother’s blessings. In due time you will understand.”   Alas, at the age of 11 her father never came back to the cabin after he left for a hunt. So, she went to look for him. She grabbed her father’s leftover hunting gear, weapons, and rations then left the cabin. As she searched for her father she notices a dragon flying by and saw that it was headed towards her father’s last hunting grounds. So, she started to run towards the sight.   Once she got to the sight she sees her father fighting the mighty dragon. Amazed by the sight she shouted in excitement to cheer her father on but, that was a mistake. The dragon noticed her presence and went to attack her but, her father just in time covered her from the blow but, was cut down. Then, as her father’s blood covered Mordred’s body and the dragon readies another attack she blacks out.When she awoke, she sees the dragon has been decapitated, the head was on the floor where she stood, her father’s Feller’s Blade in hand, and her mother’s mask on her face. Still, in a state of shock, she looks around for her father frantically. She sees her father bleeding out at the side of a tree. She runs to him.   Arthur pats her head and says “Don’t worry Mordred everything is going to be ok. Look you slew the mighty beast with your dad. Now, I need you to go find your uncle and aunt in Steton and bring the sword to him he’ll know what to do from there.” She nods with tears in her eyes." Now Mordred, I want you to look at yourself now." Arthur grabs the Feller Blade from her shaking hands. The worn blade shows Mordred’s reflection. She sees herself hair with glowing white hair with a fiery red aura and glowing golden eyes but, as she takes off the mask her appearance changes to Blonde hair and aquamarine eyes. Arthur then says "You look just like your mother now. You’re going to be a great warrior. You’ve made me proud. I love you…. Daughter." As he smiles and passes on. Mordred does as what her father said. 10 years have passed since that event and her father’s death. Her uncle Laundsallyn has trained her in the ways of the Barbarian and how to unleash the power she unlocked on that day. However, she has not unlocked the full extent of that power and doesn’t know what power her mother’s mask yields. Nevertheless, that will not let stop her from her passion of hunting and adventuring. Not as Mordred Le Fay but, as Mordred L. Pendragon.

Gender Identity

Female

Education

Dragon Slayer Huntsman Berserker Strider Nature Bound(Last Grove)

Failures & Embarrassments

The goblin incident Talven incident

Mental Trauma

Family Issues

Intellectual Characteristics

Trust Worthy, Sarcastic, Funny, Honorable, Straight Foward when need be, Humble, Protective, always excited to fight a worthy opponent and always love to chat over a pint of Ale.

Morality & Philosophy

Change, Greater Good, Honor, The Hunt, Glory, Nature, Balance,Respect.

Social

Contacts & Relations

Family Ties

Pendragons(A line of Dragon Slayers.) Striders (The Best Hunters in Verum.) Le Fay (Elven/Some Dragon Celestials)

Religious Views

Cassius (Pendragon's favored God.) Falaael (Le Fay's favored God.) She's has a split between the two gods however she's mostly aligned with Iass. Since her whole life growing up after her father's death was a trail.

Mordred L. Pendragon comes from a long line of Dragon Slayers from Steton and Celestial Elves from a different plane.

View Character Profile
Alignment
Lawful Good
Honorary & Occupational Titles
The Celestial Storm
Age
24
Birthplace
Steton
Children
Current Residence
Growling Hall
Gender
Female
Eyes
Aqua (Human)/Orange(Unleashed) / Glows (Raged)
Hair
Blonde(Human) / Glows(Raged) / Redish Blonde (Unleashed)
Skin Tone/Pigmentation
Fair but a bit pale.
Height
5'8
Weight
160 LB
Quotes & Catchphrases
"Good Match." "I am the one and only Mordred L. Pendragon The Celestial Storm of The Steton."
Known Languages
Common, Celestial, Draconic(Noble) , Elven (Shaikai), Primordial(Elemental), Wicked (Infernal)

Mordred L. Pendragon

Scourge Aasimar Race
Steton / Dragon Slayer Origin
Barbarian 8 /Paladin of Steton (Crown) 4 12 Class & Level
Lawful Good Alignment
Steton(Deityless) Deity
Factionless Faction
??? Rank/Position
Loyalty
DA B.LU. Company

Strength 18
+4
Dexterity 14
+2
constitution 20
+5
intelligence 11
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 6
Hit Die
1dD12+5
+4 proficiency bonus
+8 Strength
+2 Dexterity
+9 Constitution
+0 Intelligence
+5 Wisdom
+3 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+4 Arcana
+8 Athletics
+4 Deception
+0 History
+2 Insight
+3 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+4 Nature
+6 Perception
+7 Performance
+2 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
23
Armor Class
172
Hit Points
+2
Initiative
40
Speed
Attacks
Tool Proficiencies - Herbalism kit/ Brewers Kit/Guitar/ Mason Tools
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Factionless: Religion , Forgery Tools
Language: Common, Celestial, Draconic(Noble) , Elven (Shaikai), Primordial(Elemental),Wicked (Infernal)
Proficiences
0:LIGHT You use your action to touch an object no longer than 10 feet in any dimension, causing it to shine bright light of a color you choose in a 20-foot radius and dim light for an additional 20 feet. If the object is completely covered, the light is blocked. The spell ends if you cast it again or dismiss the light as an action. If your target is an object held or worn by a hostile creature, the creature must pass a Dexterity save to avoid being lit by the spell.
Spellcasting
Ebony Stone Medallion(???)

Bag of Holding(Minor Rare)
Currency-

GOLD-28,355
CRAFTING TOKENS:1
-----------------Consumable------------------
Potion of Invisibility-1
Scroll of Feather Fall-1
Branding Smite Scroll-1
Scroll of protection from evil and good-2
Potion of Climbing-8
ACID VIALS-2
ANTITOXIN-20
Gaseous form Pots-3
Giant form Pot(of growth)-8
Supreme Healing Potion-5
Elixir of Health-1
Potion of Heroism-3
Oil of Sharpness-2
GREATER HEALING POTS-15
Potion of Superior Healing-5
Potion of Invulnerability-5
HEALERS KIT-5
Potion of animal friendship-1
Healing word scroll-5
Healing Potion-24
HOLY WATERS-2
Potion of climbing-4
Potions of Force Resistance-2
Potion of Psychic resistance-1
Scroll of Alterself-4
Scroll of Pass without a trace-5
Scroll of Lesser Restoration-6
Potion of Fire Resistance-5
Scroll of Animal Messenger-7
Comprehend Languages Scrolls-3
Scroll of Long Strider-1
Mind reading Potion-1
Pot of slipperiness-3
Scroll of Tongues-2
Scroll of Zone of Truth-1
Scroll of Gentle Repose-4
------Weapon Stuff---------------------------------

Silvered Great Axe ---STR+Prof---1d12+STR--Slashing---Melee----Silvered

"Silvered" Long Sword------STR+PROF---1D8+STR-----Slashing--MELEE

Glaive-----STR+PROF----1d10+STR----PIERCING----RANGE/Reach----VERSATILE

30X JAVELIN----------STR+PROF---------1D6+STR-----------PIERCING--------RANGE/30/120



Steton Greatbow:
Damage: 1d12 piercing
Weight: 6 lbs
Properties: Ammunition (range 100/400 ft.), Heavy, Two-Handed
Strength Requirements: You need at least a 17 Strength score to use effectively, or you have disadvantage on attack rolls with it.
Special: You use your Strength modifier for attack and damage rolls. You can use javelins as ammunition.


Quarterstaff
melee weapon (simple, staff)
Category: Items
Damage: 1d6
Damage Type: Bludgeoning
Item Rarity: Standard
Properties: Versatile
Weight: 4

Pole of Collapsing
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

-------------------Magic Items-----------------------------
Clarent: the Blood of Arthur [Attuned]
Minor Very Rare (3500gp, 35 days) Wondrous (Cloak) - Attunement

Red drake scales are intricately woven along the back of this billowing blood red cloak into the iconic symbol of the Steton Striders. A single gleaming gem, white as winter, is set into a socket forming the eye of the dragon. Sparks fly from faintly iridescent blue threads that line the cloak’s hem, charging the nearby air. The cloak also has a peculiar response to weather and exhibits its effects several days later; a trait inherited by the lingering memories of its creator.

Pendragon’s Storm Aura: After finishing a long rest you can embrace the primal nature of magic, granting you a mantle of raging energy that emanates from the cloak. You gain the benefits of one of the following options until the end of your next long rest:

Rage - Your fiery fury, once unleashed, is impossible to withstand. Your melee weapon attacks deal 1d6 additional fire damage.
Redemption - You have known suffering. Now you drive it back. Allies that end their turn within 10 feet of you gain 2 temporary hit points.
Retribution - You cannot bear weakness, and lash out at those that present it. Enemies you can see that fail forced ability checks and saving throws within 10 feet of you take 1d4 lightning damage.

A Slayer’s Proclamation: As a bonus action you can flourish the insignia on this cloak and declare your name and title, instilling yourself with the strength of past heroes. For the next minute your speed is increased by 10 feet and you deal 2 additional damage with weapon attacks. You can use this ability three times, with all uses refreshing after completing a long rest.
=========================================================
Spear of the Valkyrie

+1 Pike – Very Rare [4,560gp] – Attunement, Worthy 3

While attuned to this pike, you gain the following abilities and features:
• Might of the Aesir: This weapon deals an additional 1d6 points of Radiant damage, and whenever you would critically hit or smite a foe while wielding this weapon, you deal an additional 1d6 radiant damage, this additional die of damage can only proc once.
• Pierce the Veil: Whenever this spear would strike a foe with Damage Reduction, that DR is lessened by three.
• Never Surrender: While in combat, you gain a pool of tenacity which increases by three every time you hit a creature with DR, up to a maximum of thirty. The first time that you would be dropped to zero hit points you are healed for your Tenacity score in hit points. This ability can be used once per long rest.
[Base Material, Enchantment, Enhancement]
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Talon of Scales
Ring - Major Very Rare (7,000 gp) - Attunement

You can speak, read, and write the Draconic (Noble) language.
You gain proficiency in Wisdom saving throws
You gain a natural armor AC of 13 + your Dexterity modifier.

If you should possess these effects from other sources, you instead gain +2 maximum hit points for each effect.


===========================================================
Painter’s Best Friend
Being crafted by Jilvyre Relona
Painter's Supplies – Major Uncommon 850 gold (100 gold to upgrade)

A set of painter's supplies whose paint glimmers and quivers in their vials and whose brushes glow dimly from the light of the inert brightwood used to make them. It has had the paint infused with the breath of a shade, its brushes made from the feather of an ancient bird of prey, and its casing worked on by Thulea Silentrunner Thulakanu.

When using these brushes to paint, illustrations are in three dimensions, creating a transparent illusion that lifts off your canvas of choice. Additionally, you can spend 10 minutes painting to conjure up an inanimate object. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet and can be discerned as a replica with a DC 12 Intelligence (Investigation) check. The object disappears after 1 hour, when you use this ability again, if it takes any damage, or if it deals any damage.

You can spend 10 minutes applying paint to a willing creature with this set of Painter’s Supplies. If you do that creature gains advantage on the next Dexterity (Stealth) check it makes within the next hour. You can only use this ability twice per day, regaining the ability to do so at dawn.
(Base Material, Adornment, Enhancement, Enchantment x3, Special Crafter)
===========================================================
Jump Safe Boots
Being crafted by Jilvyre Relona
Boots – Major Uncommon (950gp, 10 days) - Attunement

These boots have been woven and stitched together with lightweave thread, making the boots incredibly lightweight and agile. The sole of each boot is made elastic, spongey, and durable to compression with the addition of an ooze core. All of the stitching pulsates with electric energy and running in these boots creates a small tail of lightning that follows the runner’s path.

While wearing these boots, you can safely fall 20 feet without having to risk taking bludgeoning damage or landing prone.

These boots have 2 charges that recharge after completing a long rest.

When you are falling at least 20 feet, you can expend a charge as a reaction to force all creatures within 5 feet of where you land to make a DC 12 Dexterity saving throw or take 1d4+1 lightning damage on a failed save, or half as much damage on a successful one.

[Base Material, Adornment, Enhancement, Enchantment]

===========================================================
Bork Sleep Anywhere Pillow- It's in the name

===========================================================
Lord of Blades Body Pillow-OwO

Mordred L Pendragon- Body Pillow

Allegro Andante- Body Pillow
===========================================================
Odruk's Targe

Shield - Major Rare - Attunement - Worthy 2

+1 Shield | Ranged spell attacks are made with disadvantage against you.

If a ranged spell attack made against you is rolled with disadvantage and results in a 3 or less on the attack roll, it is reflected back against the source. Use the result of the other roll from the initial attack as the attack roll against it.

===========================================================

The Eldervale Paragon: Rakkor-Excalibrum, Holy Blade of the Moon <ATTUNED>
Being Crafted by Mordred
+2 Longsword - Major Very Rare Artifact - (20,400 GP, 204 Days) - Attunement: Lawful Good

A longsword crafted from a blade of purity, adorned with a beaming bulwark, enhanced by a moon drop, enchanted with night feathers, and refined by the hands of a tiefling berserker. Forged in the night by a glistening lake near the ebony rock. Under the moon and the stars, the imbued moon drop ebbs and flows with the waves of the lake, with the pull of the moon, and the energy of the stars. As the moonlight is absorbed by the drop, a link is made to the stars, to the Starcaller himself, and he has deemed this longsword worthy of celestial light.

This holy longsword appears mundane when sheathed, but radiates bright glowing moonlight up to 15 feet when exposed. This weapon's bonus to attack and damage rolls is also doubled against evil-aligned creatures. In addition, the sword can have one of the following auras active at a time:

Aura of Guiding Moonlight: As a bonus action, you can channel bolstering energy into an aura. While active, you are immune to being frightened, and each ally within 10 feet of you gains a +4 bonus on saving throws made to resist being frightened. This ability last for 1 minute and refreshes on a short or long rest. This ability functions only while you are conscious.

Aura of the Solar Storm: As a bonus action, you can radiate a debilitating aura that causes all hostile creatures within 10 feet of you to take a -2 penalty to Armor Class. This ability last for 1 minute when activated and refreshes on a short or long rest. This ability functions only while you are conscious.

You also gain the following abilities:
Crescent Slash: As an action, you can channel moonlight into your swing with this weapon, releasing a wave of energy towards your foes. All hostile creatures within a 30 foot cone originating from yourself must make a DC 16 Dexterity saving throw or take 8d6 radiant damage. Half on a success. This ability can only be used two times and refreshes on a long rest.

Lunar Shine: As an action, you can plunge this weapon into the ground, unleashing a burst of energy. All hostile creatures within 15 feet of you must make a DC 16 Constitution saving throw or take 5d6 radiant damage and be blinded for 1d4 rounds. On a successful saving throw, a creature takes half as much damage and isn't blinded. This ability can only be used two times and refreshes on a long rest.

Starlight Flare: As a reaction upon scoring a critical hit with this weapon, you can choose to deal an additional 5d8 fire or radiant damage. This ability only has two uses and refreshes on a short or long rest.

Heaven and Earth Principle: You can use an action to form or sever a spiritual link with the weapon. While connected with the weapon, it cannot be used to attack, and it hovers still in mid air when you let it go, allowing you, and only you, to stand upon it as though it were solid ground. Others who attempt to stand on it while it hovers irrevocably fall off. While standing on it in this way, you gain a fly speed of 60 feet. A pale blue streak of light and cosmic dust trails behind the weapon as you fly.

Your Intelligence and Wisdom are increased by 1, to a maximum equal to your ability score cap.

Your lifespan is doubled.

[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]

========================================

Law’s Domain "Arcane Focus- Rare (1700gp) - Attunement

This Brightly colored Azure crystal has been bound by a ring of cold, rune etched steel. Inside the body of said ring, old parchment can be seen through a thin layer of glass which appears to be adorned with various legal writings and scripts. Within the center of the stone itself, a striking symbol of Arcane Law can be found shinning brilliantly in response to the slightest provocation of light. Upon close inspection, finely etched text can be seen dancing across it's shinning surface reading: ""The spirit withers, when one fails to uphold that which they believe in.""

You add an additional 2 points to the hit point maximum of your Arcane Ward when you would gain it.

Claim Domain: As a bonus action you can attach this arcane focus to a non-magical weapon or shield allowing them to be used as a spell-casting focus. This effect lasts 10 minutes and provides benefits based on if you attach it to a weapon or a shield. The focus will not fall off unless you choose to end the effect early. You can use this ability twice, with both uses refreshing on a short or long rest.

If attached to a weapon: This weapon deals an additional 1d4 lightning damage on a hit.

If attached to a shield: Whenever you hard-cast the Shield spell, instead of gaining a bonus +5 to your AC, you gain a bonus of +6 instead.

[Base Material, Adornment, enhancement, enchantment, Spell Invocation x1, Special crafter]"
========================================
Solemn Serenity Paragon: Avalon, Aegis of Steton
Being crafted by Mordred L. Pendragon
+2 Shield - Minor Legendary Artifact (30,000gp, 100 days) - Attunement: Paladin
(Attuned)
Worthy 3

This beautiful and intricately designed shield is adorned with a crystal rose on the front and bears the legacy of the Pendragon family. The strength of Steton radiates from this shield giving hope to the lost and fallen. Found worthy by the Lord of Love himself, the shield blossoms in desperate moments to reveal arcane sigils and empower the wielder to protect those they love.

It is encouraged that you worship Viderick, though not required to wear this shield. However, you must not disrespect Viderick in any way. Doing so will force this shield to be unattuned, and you cannot attune to it until you atone yourself in his eyes.

Your Constitution and Charisma scores increase by 2, to a maximum equal to your ability score caps.

While the sky is visible to you, you have advantage on initiative rolls.

Resolve. When protecting those you love, pain inflicted upon you becomes a weapon to bolster yourself and your allies. When you take damage from a hostile creature in a combat encounter, you can choose to gain an amount of Resolve equal to the damage you took divided by 5, up to a maximum of 3. You cannot gain Resolve this way again until the end of combat, where your current Resolve also fades.

Aegis. As a reaction to a hostile creature casting a spell, you can create a magical barrier of energy which projects from this shield and grants half cover to yourself and a number of allies you can see within 30 feet of you equal to your Resolve. Once you use this ability, you can’t do so again until you finish a long rest.

Arcane Barrier. As a bonus action, you can mark a hostile creature for 1 minute. You gain a bonus to your AC equal to your Resolve against spell attacks made by that enemy. Once you use this ability, you can’t do so again until you finish a short or long rest.

Arcane Retribution. If a spell attack from a hostile creature would miss you due to the AC bonus from Arcane Barrier, you can use your reaction to transfer some of the magic to a weapon you're wielding. The first time you hit with that weapon before the end of your next turn, the target must make a DC 17 Constitution saving throw or become stunned for a number of rounds equal to your Resolve.

Bloom Anew. When you would be reduced to 0 hit points from a hostile creature, but not killed outright, you can use a reaction to use your Lay on Hands feature to heal to the amount of hit points used instead. Once you use this ability, you can’t do so again until you finish a long rest.

Eclipse. While below half your hit point maximum in combat, you can use a bonus action to change into one of two Eclipse forms below for 1 minute:

• Lunar. When you enter this form, you immediately regain 15 hit points, and gain a pool of 15 necrotic damage that you can evoke. Choose any hostile creatures you can see wihtin 15 feet of you, and divide this damage among them. While in Lunar Eclipse form, your Resolve is increased by 1 and your melee weapon attacks deal an extra 3 necrotic damage. You can change into this form once per long rest.

• Solar. When you enter this form, you immediately regain 15 hit points, and gain a pool of 15 hit points that you can evoke. Choose any creatures within 15 feet of you, and divide those hit points among them. While in Solar Eclipse form, your Resolve is increased by 1 and your melee weapon attacks deal an extra 3 radiant damage. You can change into this form once per long rest.

Martyr's Reach. You can use a bonus action to bless an ally you can see within 60 feet of you with a protective ward until your next turn. If any damage is dealt to that ally from a hostile creature, you swap places with them and take the damage instead. This effect ends if the creature moves more than 60 feet away from you. You can use this ability three times per long rest.

Steton Steel. After completing a long rest, the first time you take damage from a hostile creature that isn’t astral, bludgeoning, piercing, primal, or slashing, your body can steel itself against that damage type you’ve taken. You reduce any damage you take of that type by your current Resolve until your next long rest.

Glass Rose. You can use a bonus action to cast the Sanctuary spell upon yourself or a creature within 5 feet without requiring material components. Using this on an enemy requires you to make a melee spell attack using your Charisma modifier against them as part of the bonus action to succeed. The spell's Wisdom saving throw DC is set to 25, and it cannot be dispelled except by antimagic effects. If a warded creature willingly breaks the spell as normal, they gain vulnerability to bludgeoning damage for the next 24 hours, during which they cannot be affected by this ability again. You cannot use this ability a second time until the first iteration of Sanctuary ends.

Slots used: Base Material, Adornment, Enhancement, Enchantment, Spell Invocation, Special Crafter
=======================================
Bandana of Broken Dreams
Bandana (Wondrous) - Major Rare (Equiped)
This bandana has 4 charges.

Whenever you would be healed in any way while wearing this bandana, you can expend up to 2 charges to use a reaction to restore 1d6 additional hit points per charge. All expended charges are regained at dawn.

This item is Uncraftable.

----------------------------Sheilds----------------------------
Sheild-+2 AC

---------------------------Crafting Stuff---------------------*


(Sup)Bark of an Ancient Tree x1 -7 Tokens Base Material Enchantment Shields Wondrous Strength Consitution Nature, Growth, Chaos, Life

(Sup)Bracelet of Virtue x1: Diligence-6 Tokens Base Material Enhancement Weapons Wondrous Shields Constitution Wisdom Bludgeoning, Fast, Heavy, Good, Persistence, Ethics

(Flawless)Charged Weave x1 Base material, Adornment Weapons, Shields Dexterity, Charisma Lightning, Speed, Avoidance, Preparation


(Flawless) Saintly Silver x2 16 Tokens Base Material Enhancement Weapons Armor Shields Dexterity Charisma Wealth, Precision, Dueling, Force, Restoration ✓% crafting speed

(Flawless) Solitaire Clover x2 Enhancement Enchantment Armor Wondrous Shields Strength Constitution Force, Piercing, Unbreakable, Crystalline, Faith, Hope, Love solitaire clover.

Basilisk's Eyes(Strider Trophy)

(Flawless) Shard of Astral Understanding x1 (P) 18 Adornment Weapons Wondrous Strength Intelligence Wisdom "Arcane, Scale, Concentration, Astral,
Culture, Thought" Permanent X

(Flawless) Wrathchild's Lightning 18 x2 Adornment Enhancement Enchantment Armor Shields Dexterity Wisdom Charisma Courage, Fury, Lightning, Night, Pain, Power XConsecrated: Lorita 6 XUnbridled fury unleashed at a would be wizard, who thought themselves to be of some sort of import. Retribution was swift, and all that remains of the scene is this.

(Flawless)Primitive Cipher x1 16 Adornment Enchantment Weapons Armor Wondrous Strength Intelligence Primal, Knowledge, Spellcasting, Ritual, Rage Expedited: +15% crafting speed

(Flawless) Shard of an Inquisitor's Faith x2 20 Base Material Adornment Enhancement Enchantment All Constitution Wisdom Charisma Belief, Death, Justice, Retribution ✓Consecrated: Glory xA shattered fragment of the symbol of the Inquisition of old, recovered from the Battle of the Crimson Citadel, and imbued with the righteous fury of the Inquisitor it belonged to.

(FLAWLESS) Felled Forest's Seed 19 CTS Enchantment All Dexterity Intelligence Hate, Joy, Nature, Growth, Memory, Toughness

-------------------------------------In Crafting QUE---------------------------------------------------

*Rider Belt* (Flawless) Stalwart Goober x2- 17 Tokens Enhancement Enchantment Weapons Wondrous Shields Strength Wisdom Courage, Bravery, Faith, Justice, Lightning

*Rider Belt*(Flawless) Primitive Cipher x1 16 Adornment Enchantment Weapons Armor Wondrous Strength Intelligence Primal, Knowledge, Spellcasting, Ritual, Rage Expedited: +15% crafting speed


*Rider Belt*(Sup) Essence of Honor x1 Base Material Enhancement Enchantment Armor Wondrous Shields Constitution Good, Water, Blood, Fortitude, Judgement X Reciprocal Blessed

*Rider Belt*(Flawless)Adcenelis Idrosil 4107gp Flawless - 3 Weapons Wondrous Strength Constitution "Necrotic, VERY LAWFUL,
Language, Disease,
Concentration, Power, Seasons" No No Yes No Unavailable X
----------------------------Spec Crafter--------------------

Pitch Blacktail(Crafter) x2 Services- Pitch Blacktail Chaotic Neutral Kitsune Horizon Walker Ranger, F Oun Weapons Wondrous Dexterity Intelligence x ✓ ✓ Speed, Teleportation, Nimbleness 2 Superior

The Love Guru 4599gp, 9sp, 3cp Flawless - 3 All Constitution Angel, Boundless, Destiny, Endless, Exploration, Love, Portal, Travel Yes Yes No No 10/12 X

Laudraca Frostweep 4290gp Flawless - 3 Wondrous Strength Constitution Force, Tempest, Will, Sense, Power, Offense, Martial No Yes Yes No Available
(Flawless)Adcenelis Idrosil 4107gp Flawless - 3 Weapons Wondrous Strength Constitution "Necrotic, VERY LAWFUL,
Language, Disease,
Concentration, Power, Seasons" No No Yes No Unavailable X
------------------------Supplies/Tools-----------------------------
BREWER SUPPLIES+1

Crowbar

2x Bullseye Lantern

Forgery kit/Hammer

GUITAR

Herbalism kit+1

Hunting Gear/Leather workers tools
-------------------------------Misc-------------------------
10x Roses

Heart Locket, Painting of the Pendragon Family

Mantle of S. (Arm Band ED)

Small Dragon Claw

Automatic Quill

Backpack

Belt Pouch

HourGlass

NET

Signal Whistle

Smoke Stick

50 feet of Hempen rope

a Waterskin

Bedroll

Manacles x3

Rations x40

Tinderbox-x2

Traveling clothes

Wand of cleaning

Wand of sparks

Clothes

Fine Clothes

Hunting Clothes

Empty Vials-2

Potion Bandolier-2

Scroll Bandolier-1
----------------------In the Cart---------------------------
10 torches
Arcane Locked Chest-(Mo's secret stash of gold for crafting 0GP)
Locked Chest

----------------Family Misc at home-----------------
Mini Airship
Lion Plushes

----------------------Pets--------------------
Luna- Giant Blue Mountain Spider (Trained)- Has Full Plate)
Quickheart- Daborakian Warhorse(Trained)-Has Full Plate

2x Goats- (Not Trained)

-----------------On Bandos---------------------
1 pot Bandoleer (Wearing) - 1 Supreme Healing Potion 2 Superior Healing

1 pot Bandoleer (Wearing) - 3 Supreme Healing Potion

1 Scroll - 1 Feather Fall 1 Healing word 1 Shield
Equipment
Factionless
Faction
Mad Man
Stat Array
Darkvision 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.

Celestial Resistance You have resistance to necrotic damage and radiant damage.

Healing Hands Healing Hands: 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.

DRAGON SLAYER Mordred reduce all physical damage taken from non draconic enemies by 2. This stacks with other forms of damage reduction.

Lunar Transformation Mordred can use an action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Lunar Aura Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, 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

Scourge A. +1 Con

RAGE You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage.

RAGE CHARGES 4 Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Rage(Pity Damage) +2

Storm Aura aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment. You can change your environment choice whenever you gain a level in this class.

Sol(Desert) All other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

Lunar(Sea) You can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Stars(Tundra)X Each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. ou gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

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

Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

STORM SOUL The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.




Paladin--------------

Divine Sense 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.

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.

Lay on Hands 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.

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.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting- Stuffs.

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.

Divine Health
By 3rd Level, the Divine Magic flowing through you makes you immune to disease.

Crown Paladin
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 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.


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Feats

Res Wis +1


Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
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Misc Bonuses

NG Washout- -1 Wis
ASI- +1 STR +1CON

Attribute Cap Increase –(LG) +2 to Wis /(SS) +2 to Str/ (CS) +2 Cha

Paladin- TBD

Iron Crown - This crowned helm provides a protection like that of a shield, providing a +1 bonus to AC (this does not stack with a shield).

+2 AC - Viderick's blessing
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Title's

Catastrophe’s Hand

Whenever you would deal damage on a critical hit, you give advantage to the next attack roll an ally within 15ft makes within 1 round.

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Class/Racial Features & Traits

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