Telpeloki Tryskalopiia Character in Verum | World Anvil

Telpeloki Tryskalopiia

Telpeloki Tryskalopiia (a.k.a. Tel)

"Hyello! I am Telpeloki Tryskalopiia, paladin of Glory, warden of the Last Grove! All my friends call me Tel. And that includes you!   I am from the great city in the sky, Khao. Ever since I was hatched I found great joy in learning about nature, beasts, and wild things. When I was old enough I began training to become a druid--though despite my hard work I did not show much aptitude for such magic. I can barely cast even the most basic of spells!   One night when I was full of doubts--about myself, about my path--I looked to the starry sky and prayed. I prayed to whomever might be listening. The stars did not answer--but the sun did. When the glorious dawn shone down upon the jungles I knew in my heart that I was not meant to join the ranks of the druids. Instead I would be their shield, a shining beacon of hope and protection for all living things! Glory would be the fire in my heart, and my smile would shine even brighter than my scales.   Any who threatens the light of life will know the weight of my hammer!"

Physical Description

General Physical Condition

Tel is tall, physically fit, and attractive. The top of her crest reaches almost seven feet in height.

Body Features

She has a long tail and sharp claws, and two glossy, jet-black horns upon her head.

Identifying Characteristics

Her scales are a bright, shining silver, almost appearing white in the daytime. She always has a smile on her face, and her eyes carry a genuine joy to them even in the darkest times.

Apparel & Accessories

Wears her Mantle of Seasons upon her head most of the time. She has added a cherry blossom, picked from the Last Grove, which has attached itself to the mantle and will not wilt.

Mental characteristics

Accomplishments & Achievements

Tier 1 Missions:
M'Danjon - assisted the dwarves of Krazax in clearing a gold mine of strange shadow drakes.
Ships Ahoy - cleared an island of Viakin warriors who were planning to invade Bloodwave Bay.
Of Lust and Sin - solved a murder mystery involving a brothel being run by a succubus.

Tier 2 Missions:
Half-moon Hoodwink (Prestige 2): Escorted a lost werewolf girl back to her home, protecting her from werewolf hunters. She revealed to us that her mother Agratha was cruel and violent, and was threatening to gather her pack to attack innocent civilians. We defeated Agratha, leaving her alive for the Night Guard to imprison, and Luna was free to begin a new life.   Mole Hunt - A hunting contract promised gold in exchange for mole pelts. We whacked a whole bunch of moles, including their horrible Queen.   Liquid of Life - Miners had been going missing in the mountains south of Ladrag's Rest, and we went in to investigate. A blood cult was found to be abducting dwarves for their rituals, and with the help of a friendly flumph, the cult and their demonic leader were put down.   The Greed of Man - A corrupt tax collector was found to be working for the bandits in Daborak. Tel aided the mayor of Stonebreak to root out their accomplices and protect a merchant caravan from raiders.   An Invitation Most Grand - What started out as a seemingly normal party at a noble's mansion in the Rift, turned into a murder mystery when the host's dead body fell into the main hall. The culprit was revealed to be a warped changeling who used her power over portals to twist the environment and terrorize the party. Tel was forced to relive the events of the Tournament of Honor, but her will was strong and the creature was defeated.   Crystalline Chaos - Another adventure into the Rift, as a group from the Mage's Guild has requested assistance with strange, unstable crystals that had cropped up. Elemental energies pulsed throughout the land, warping creatures and creating unusual elemental golems. A group of rogue mages had been attempting a ritual to harness the power of the elements, but they failed and the results had to be dealt with.   Tier 3 Missions:   The Breaking Wave - An expedition into the jungles of Khao asked for adventurers to assist in clearing the approach to the ancient city of Tzar'minith. Abominations had been spotted in the jungle and laborers and travellers were going missing. Blood cultists and cruormancers were found to be operating out of a ziggurat north of Camp Milord, and Tel and her party were sent to clear it out. Though they failed to rescue the captives as the ziggurat collapsed, they were able to put down a Blood Knight and escape. However the mission was cut short as the final battle against the Enemy threatened to end all things...   RP Events:
Dsangir's wrath: Helped several small towns across Kalkatesh in the wake of Dsangir's rage, putting out fires and assisting in rebuilding.
The sentient storm: Was ready to assist in the defense of the Bard's College against a sinister magical snowstorm, though the threat was neutralized before any damage was done.
The Tournament of Honor (Prestige 1): survived a battle against a violet servant, the Hated Honor, an enemy far outclassing Tel's level of strength at the time, gaining her some prestige and valuable experience.
The Bandit War: helped defend multiple locales in Daborak from the forces of the Bandit King.
Joust Champion: Won this year's jousting tournament upon her greater paladin steed, the pegasus Azem.

Failures & Embarrassments

Druidic training:
Tel studied for several years in the jungles of Khao to become a druid. However she failed to fully grasp the ancient magics and can do no more than cast the simplest cantrip, Druidcraft. This failure shattered her original dream and has cast a shadow of self doubt that still plagues her.

Mental Trauma

The cutthroat City:
Tel was born in the flying city of Khao - a society run by ruthless Coin Lords and one prone to opulence and debauchery. She absolutely did not fit in, as her pureheartedness consistently left her open to be taken advantage of and later ostracized. She isolated herself during her childhood, and with no siblings or friends to turn to she spent her days alone, reading fairy tales and daydreaming of being a druid. Even her parents seemed not to care, instead focusing on their business ventures and social status. As soon as she was of age she left the city to start her druid training, likely never to return. She tries to forget the loneliness of her childhood, and any reminder of it brings a deep sadness to her heart.

The Tournament of Honor:
What was supposed to be a friendly tournament between paladins of Glory turned into horror as the arena was invaded by a violet servant, the Hated Honor. Designed by the enemy to turn paladins' power against them, Tel was threatened with violet death as the creature attacked. Luckily, the other paladins and warriors in attendance were able to hold off the creature and defeat it before it could cause any more harm. Tel ran to the aid of the fallen High Priest of Glory and was able to stabilize his mortal wounds.   Tel has never experienced intense dread such as this before, and the thought of what could have happened if something went wrong haunts her. Despite that fear, she chose to stay and help instead of flee. She is thankful to the others and to Glory that the battle went as well as it did.

Morality & Philosophy

She believes first and foremost in the overwhelming power of Good, without leaning towards Law or Chaos. She does not judge or discriminate against those with opposing views - only if evil actions are taken will she intervene. She believes that the world is full of goodness and hope, it simply needs a beacon to shine upon it, and to ward away darkness and despair.

If she can help, she will try. She will always, always try to help those in need if she can, no matter who they might be.

Social

Contacts & Relations

Rhogar Norixius
Tel met Rhogar at a party celebrating the death of the dragon Dsangir. His outward grumpiness and self-doubt did not deter her from striking up a friendship. As she got to know him, the despair that plagued him made her all the more determined to bring a ray of hope to his dark outlook. She soon fell completely in love--his strength despite everything he had been through was inspiring, and she knew she had to do everything in her power to make him happy again. Rhogar confessed his own love to her not long after, and they were soon engaged to be married.

Family Ties

On Feyvi 28th, 1204 (July 17, 2020) she was married under the blessing of Glory to Rhogar Norixius, during a small ceremony at the Last Grove. She joins his family and is now adoptive mother to 10 children. Rhogar chose to take Tel's last name.

Religious Views

Though Tel is a follower of Glory, she does not quite see him as perhaps others do. To her, Glory is the light of the morning sun, shining down upon all creation to bring it out of darkness. Glory is the purity of heart required to selflessly guard against despair. Glory is the light that shines upon the beauty of the world, illuminating it and protecting it. All of these things link back to her Oath of the Ancients. She swore her paladin oath to Glory in the ancient druid city of Alaheim, surrounded by the beauty of nature and with her heart filled with hope.

Hobbies & Pets

Paladin greater steed: Azem Tel went through rigorous training to be able to summon a greater steed, and was rewarded with a celestial pegasus whom she named Azem. His fur and feathers are a shiny gold with a pale mane and tail. Though he cannot speak, his eyes reveal a gentle intelligence and he is proud to fight alongside his paladin friend.   Spider: Kithixx A rather large spider (comparatively speaking) that Tel received in the floating city of Khao. Covered in black and yellow stripes, Kithixx enjoys eating bits of meat and hanging in her web.   Crystal Golem: Sparky A small golem made of lavender and black crystals found within a strange altar in the Rift. It loves to give hugs, and its crystals change colors based on the elemental affinity of those it embraces.

Speech

She speaks with an unusual, lilting accent, always cheerful and friendly.

A silver dragonborn who stepped away from years of druid training to walk the path of a paladin of Glory. Her lessons were not forgotten, however, and her dream is to be a stalwart shield for the light of life.

View Character Profile
Alignment
Neutral Good
Birthplace
The City of Khao
Children
Current Residence
The Black Roost
Gender
Female
Eyes
Bright silver
Hair
Mohawk-like crest between two black horns
Skin Tone/Pigmentation
Silver scales
Height
6' 7"
Weight
227 lb.
Known Languages
Tel knows Common, Draconic, and Druidic.

Telpeloki Tryskalopiia

Dragonborn (Silver) Race
Khao (City) Origin
Paladin 11 Class & Level
Neutral Good Alignment
Glory Deity
Last Grove Faction
Member/Green Warden Rank/Position
11 Loyalty
Company

Strength 18
+4
Dexterity 11
+0
constitution 17
+3
intelligence 10
+0
wisdom 11
+0
charisma 17
+3
Total Hit Dice 11
Hit Die
1d10+3
+4 proficiency bonus
+7 Strength
+3 Dexterity
+6 Constitution
+3 Intelligence
+7 Wisdom
+10 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+0 Arcana
+8 Athletics
+3 Deception
+0 History
+0 Insight
+3 Intimidation
+0 Investigation
+4 Martial
+0 Medicine
+4 Nature
+4 Perception
+3 Performance
+7 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
58
MV
4
Prestige
2
Attunement Slots
22
Armor Class
108
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageend
Longsword 1d20+8 1d8+4 Slashing + 1d8 Radiant
Lance 1d20+8 1d12+4 Piercing + 1d8 Radiant
Dagger 1d20+8 1d4+4 Piercing + 1d8 Radiant
Javelin 1d20+8 1d6+4 Piercing + 1d8 Radiant
Longbow 1d20+4 1d8 Piercing
Breath WeaponDC14 Con Save (Half) 4d6 Cold
Attacks
Armor
light armor, medium armor, heavy armor, shields
Weapons
simple weapons, martial weapons
Tools
herbalism kit
Languages
Common, Draconic, Druidic
Deity: Glory
Church Boon: +1 Str
Lip Service: Athletics proficiency
Skills
  • Animal Handling (Druid in Training)
  • Athletics (Glory)
  • Martial (Paladin)
  • Nature (Khao)
  • Perception (Last Grove)
  • Persuasion (Paladin)

  • Exotic Proficiencies
    Daborakian Kite Shield

    Proficiences
    Spell save DC: 14
    Cantrip: Druidcraft

    *Prepared spells: CHA mod (3) + half level rounded down (5) = 8*

    1st Level
    1st level spell slots: 4

    Oath Spells:
    Ensaring Strike
    Speak with Animals
    ------------
    *Bless*
    *Cure Wounds*
    Command
    *Shield of Faith*
    Detect Magic
    Heroism
    Protection from Evil and Good
    *Thunderous Smite*
    Wrathful Smite

    2nd Level
    2nd level spell slots: 3

    Oath Spells:
    Moonbeam
    Misty Step
    ------------
    Magic Weapon
    *Zone of Truth*
    Aid
    Lesser Restoration

    3rd Level
    3rd level spell slots: 3

    Oath Spells:
    Plant Growth
    Protection from Energy
    ------------
    *Aura of Vitality*
    *Crusader's Mantle*
    *Elemental Weapon*
    Revivify

    Spellcasting
    Gear
    The Banishing Blade, Caomhnóir An Dúlra, Luna's Locket, warhammer, lance, 5 javelins, shield, Masterwork Daborakian Kite shield, silvered dagger, longbow (50 silvered arrows), dagger, holy symbol of Glory(amulet), Mantle of Seasons, Pole of Collapsing (9 ft), bullseye lantern, Herbalism kit
    Longsword affected by 3rd level Continual Flame (Ignores Darkness spell)
    Explorer's pack
    Backpack, pouch, bedroll, mess kit, tinderbox, 10 torches, 18 rations, 1 water skin, 50ft. hempen rope
    Other
    A scroll case stuffed full of notes from your studies or prayers
    A winter blanket
    A set of common clothes
    Small hand-made bag of lemon-honey candy cough drops
    Pickaxe
    Some creepy looking teeth
    Scarab plushie
    Hkari Plate Rhogar Plushie
    Platinum wedding ring
    Bronze medal from the Great Games of Kalkatesh with the name GROVE STREET engraved and her teammates Gnat and Konton
    Chocolate Milton
    Anubis plushie
    Grand Champion Jousting Trophy
    Chibi Rhogar plushie


    Pets: Kithixx, a spider
    Sparky, a small crystal golem
    Small Construct, Unaligned
    CR ⅛

    Stats
    Str: 14 (+2)
    Con: 12 (+1)
    Dex: 6 (-2)
    Int: 8 (-1)
    Wis: 8 (-1)
    Cha: 5 (-3)

    Saves: Con (+3)
    HP: 16 (3d8)
    AC: 14
    Speed: 30 ft.

    Skills
    Athletics: +4

    Senses
    (Normal)

    Resistances and Immunities
    Condition Immune: Poisoned, Exhaustion
    Damage Immune: Poison
    Resistances: Nonmagical Piercing, Bludgeoning, and Slashing Damage
    Vulnerability: Psychic

    Abilities
    Force Shutdown. If reduced to 0 hit points, the Construct falls unconscious but is stable. If struck while unconscious, the Construct begins to make death saves.

    Prismatic Hug. As an action while a target is grappled, the golem may reveal one unknown resistance or vulnerability of the grappled target. This ability has a number of uses equal to the golem’s proficiency modifier and refreshes on a long rest. (2)

    Azem, Pegasus steed
    Large celestial, chaotic good
    Armor Class: 14
    Hit Points: 59 (7d10 + 21)
    Speed: 60 ft., fly 90 ft.
    STR: 18 (+4) DEX: 15 (+2) CON: 16 (+3) INT: 10 (+0) WIS: 15 (+2) CHA: 13 (+1)
    Saving Throws: Dex +4, Wis +4, Cha +3
    Skills: Perception +6
    Senses: passive Perception 16
    Languages: understands Celestial, Common, Elvish, and Sylvan but can't speak
    Challenge 2 (450 XP)

    Actions
    Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4 + 1d4) magical bludgeoning damage.


    Magic Item: Luna's Locket (attuned)
    Luna's Locket
    Locket (Wondrous) - Minor Very Rare (3600gp) - Attunement
    The locket of a grateful girl with hopes of a new life. Has the blessings of both beast and man, night and day

    As an action you can summon a spectral dire wolf to aid you for a minute. You can do so once, regaining the ability to do so after a long rest

    During the day (7:31 AM- 7:30 PM) you gain 1 use of blur and resistance to necrotic damage and during the night (7:31 PM - 7:30 AM) you gain one use of moonbeam and resistance to radiant damage.
    The spells have additional visual effects, blur includes a spectral version of Luna in humanoid form that dances around you. Moonbeam shows a large spectral wolf in the middle of it, howling at the moon.
    [Base Material, Enhancement, Enchantment, Spell Invocation]

    Magic Item: Caomhnóir An Dúlra (attuned)
    Caomhnóir An Dúlra
    Crafted by Telpeloki Tryskalopiia
    +2 Plate Armor - Major Very Rare (6200 gp) - Attunement: Paladin

    This elegant plate armor is covered in living, magical roots. The metal plates radiate with earthen and primal power.

    Your Constitution score is increased by 3, to a maximum equal to your ability score cap.

    Nature's Grasp - As a reaction to being hit by a melee attack, you can have thick roots erupt from your armor to entangle your attacker. The target must make a DC 16 strength save. On a failed save, they are restrained for 1 minute. While restrained by this effect, the target takes 1d6 piercing damage at the start of each of its turns. A creature within touch range of the restrained target can use an action to make a DC 16 strength check. On a success, the target is freed. You can do this once per long rest.

    Rooted to the Saddle - While mounted, you have advantage on all Strength saving throws. You also have advantage on Athletics checks to avoid being grappled or shoved while mounted.

    Nature's Barding - Creatures summoned via the spell Find Steed or Find Greater Steed gain the following benefits: their AC is increased by 2, and their attacks deal an additional 1d4 bludgeoning damage.

    [Base Material, Enhancement, 2x Spell Invocations]

    Crafting blueprint
    Glory's Light
    Being Crafted by Telpeloki Tryskalopiia
    Wondrous (Holy Symbol) - Very Rare (4,000gp, 40 Days) - Attunement

    A holy symbol shining with the light of Glory, to protect the wearer and protect the world.

    Your Charisma score increases by 3, up to a maximum equal to you ability score cap.

    Light's Barrier. You gain resistance to necrotic damage.

    Light's Bulwark. As a reaction whenever you hardcast a spell that increases a creature other than your own AC, you can increase your AC by 3 for the next 4 rounds. This effect does not stack with itself and you can use this feature twice, regaining this feature after finishing a long rest.

     


    Consumables
    Consumables:
    Bandolier #1 containing 3 Potions of Greater Healing (equipped)
    Bandolier #2 containing 2 Potions of Superior Healing, Scroll of Moonbeam(equipped)
    Bandolier #3 containing nothing

    1 Potion of Fire Breath
    1 Elixir of Health
    3 Potion of Superior Healing
    5 Potion of Supreme Healing
    4 Potion of Heroism
    5 Potion of Invulnerability
    2 Potion of Speed

    Scroll of Lesser Restoration x1
    Scroll of Animal Messenger x2
    Scroll of Moonbeam
    Scroll of Shield of Faith x3
    Scroll of Cure Wounds x4
    Scroll of Bless x2
    Scroll of Protection from Poison x2
    Scroll of Protection from Evil and Good x2
    Master Scribe Scroll of Find Greater Steed
    Master Scribe Scroll of Aura of Life
    Master Scribe Scroll of Death Ward
    Master Scribe Scroll of Aura of Purity

    5 flasks of Oil
    Antitoxin x10

     



    Currency:
    Gold: 1515
    (49150g stored in faction bank)
    105 Crafting tokens

    Carrying Capacity: 270 lb.
    Current weight: 234 lb.
    Equipment
    Last Grove
    Faction
    Mad Man
    Stat Array
    Marriage Bonuses
    +2 AC when within 30 feet of her husband, Rhogar.
    Prestige from marriage: 4
    Personal prestige: 3

    Draconic Ancestry
    Draconic Ancestry: Silver Dragon - Cold -15 ft. cone (Con. save)
    You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

    Damage resistance: Cold

    Silver Breath Weapon
    You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. (15ft. cone, cold damage) When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

    Last Grove Nature's Blessing
    Skill Proficiency - Perception

    Lv1: 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.

    Lv1: 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 × 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.

    Lv2: 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.

    Lv2: 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.

    Lv3: Divine Health
    By 3rd level, the divine magic flowing through you makes you immune to disease.

    Lv3: Oath of the Ancients
    The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

    Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

    Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

    Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

    Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
    Lv3: Channel Divinity: Nature's Wrath
    You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
    Lv3: Channel Divinity: Turn the Faithless
    You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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.

    If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
    Lv4: Feat - Master Scribe
    -- You have advantage on ability checks to use spell scrolls.
  • Choose 5 spells up to 6th level from any spell list. The chosen list is permanent and cannot change with retraining. With Calligrapher's Supplies and spending the appropriate resources (time, gold, and material components), you can craft 1 spell scroll from your chosen list of a level equal to or less than your proficiency bonus. You use your scores for the spell ability modifier of the class the spell came from to determine DCs (10 + the spell ability modifier) and spell attack bonus (2 + the spell ability modifier). For example, crafting a scroll of Moonbeam would use your Wisdom to determine the DC. Only you can cast a scroll you've created this way. You cannot use this feature again until the next weekly reset.
  • When you cast a spell scroll you've created yourself, its spell save DC and spell attack bonus is increased by 1.

  • Master Scribe Spells:
    Find Greater Steed
    Aura of Life
    Death Ward
    Staggering Smite
    Aura of Purity

    Lv5: Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Lv6: 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.

    Lv7: Aura of Warding
    Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

    Lv8: Feat - Mounted Combatant
    You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

    -You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
    -You can force an attack targeted at your mount to target you instead.
    -If your mount is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    Lv 10: 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.

    Lv 11: 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.


    Class/Racial Features & Traits