Velnorm Palthas Character in Verum | World Anvil

Velnorm Palthas

Velnorm Palthas (a.k.a. The Oathbreaker)

Physical Description

General Physical Condition

Aesthetic

Body Features

Muscular, ripped, well-built, tall, Ash Blonde,

Social

Family Ties

None.

Hobbies & Pets

Hobbies: Art of Whittling/Woodworking

Speech

Common
Alignment
Chaotic Evil
Age
25
Birthplace
The Heartlands, Orde
Children
Current Residence
Hakumen
Gender
Male
Eyes
Blue
Hair
Ash Blonde
Skin Tone/Pigmentation
Tanned
Height
6 ft
Weight
210 lbs

Velnorm Palthas

Variant Human Race
Ward of Witchtown Origin
Paladin (Oathbreaker) 6 Class & Level
Chaotic Evil Alignment
Lorita Deity
The Ever Eye Faction
Seeking One Rank/Position
9 Loyalty
Company

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

 
15
MV

Prestige
1
Attunement Slots
18
Armor Class
67
Hit Points
+0
Initiative
30ft
Speed
Greatsword 1d20+5 2d6+3
Javelin 1d20+5 1d6+3 range (30/120)
Longsword 1d6+5 1d6+3
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise Kit, Forgery Kit, Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Athletics, Insight, Intimidation, Investigation, Religion
Language: Common, Infernal

Proficiences
Spell Save DC = 14
Spell Attack Mod = 6
Devine Smite = 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.
Spellcasting
Longsword and shield
Explorer's Pack
Javelins(5)
Lorita's Doll
Set of fine clothes, a disguise kit, set of weighted dice,
2106G
15x Crafting Tokens
Greatsword
3 Basic Health Pots
8 Serpent Venom
10 Greater Health Pots
6 Wyvern Poison
4 Potion of Fire Breath
2 Potion of Poison
2 Malice
2 Essence of Ether
Red gold Ornament
Plate Armor (18AC)
XMAS Socks

The Anger of Ice Eyes
Helmet - Major Rare (3,000 gp) - Attunement - The visage of this helm is that of a raging manticore. Whenever you take the dash action, you can fly during the movement, but must end any movement on the ground. If you can already fly, your fly speed is increased by 20 feet instead. Whenever you defeat an enemy, you can make a melee weapon attack as a bonus action.

If you have the Charger feat, and if you hit with the attack from the bonus action of the feat, you can make a second melee weapon attack as part of that bonus action.



Equipment
The Ever Eye
Faction
Mad Man
Stat Array
Attribute Cap Increase
+2 Constitution; This boosts the maximum of an ability score but not the score itself.

Master Chymist
When you forage for a reagent, you can choose to forgo rolling the ability check and instead treat the roll of the d20 as a 15. You cannot use this feature again until the next weekly reset. If you drink a potion you've created yourself, its duration is increased by half. This doesn't apply to oils. If you use a poison you've created yourself, its DC is increased by 1 and it bypasses a creature's resistance to poison damage.

Ward of Witchtown:
+2 bonus to passive perception and investigation

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 × 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.

Cackling Mad
Faction members are immune to insanity and confusion. Gain proficiency with Wisdom Saving throws.

The Eye
An eye of the faction members choice has a spiraling pupil, marking them as a member. This can be hidden at will, unless in the direct presence of a powerful holy symbol of the White Pantheon or Wondox.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Pierce the Veil
Today, I think I truly saw it. No more whispers and shadows in the periphery of my senses. All it took was expanding my mind, just a crack, for precious, precious knowledge to slither in and make itself at home.

Boon: Whenever a creature is slain in combat, you gain a number of temporary hit points equal to your proficiency bonus. At midnight each day, roll 2d6, and choose one of them after determining their results. If you roll the same number on each die, then you gain the one rolled as well as one of your choice. You gain the benefits listed below corresponding to what was rolled:
1: Once per day you may replace a death saving throw with an automatic stabilization.
2-5: You may cast Detect Evil and Good, Detect Magic, or Detect Poison and Disease once per day. Once you cast a spell with this ability you may not do so again until you finish a long rest.
6: You may gain proficiency in a skill of your choice that you are not already proficient in.

Bane: Any healing you receive from a creature other than yourself is reduced by 1 per die to a minimum of 1 (total).

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.
Class/Racial Features & Traits