Konstantin von Aravalle


Name: Konstantin von Aravalle
Race: Dhampir
Level: 2
Class: Paladin
Alignment: Neutral Good

HP: 23/23
Strength 17 (+ 3)
Dexterity 13 (+ 1)
Constitution 10(0)
Intelligence 13 (+ 1)
Wisdom 13 ( + 1)
Charisma 18 (+ 4)

Skills: History, Insight, Medicine, Persuasion
Tools: Dice
Languages: Common, Elven
Saving Throws: Wisdom, Charisma

Background: Noble
Trait: None could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Bond: The common folk must see me as a hero.
Flaw: I judge others harshly, and myself even moreso.

25 GP
50 ft. of hempen rope
5 Javelins (1d6 piercing; thrown 30/120)
10 Days Worth of Rations
10 Torches
Chain mail (AC 16; disadvantage on stealth)
Holy Symbol
Longsword (1d8 slashing; versatile 1d10 slashing)
Mess Kit
Scroll of pedigree
Set of clothing, fine
Signet ring
Shield (+2 AC)
Snuff box, silver, inscribed with the word “dreams”

Shield Master: Normal attacks can push an enemy 5 feet as a bonus action. If not incapacitated, shield’s AC bonuses are added to Dexterity saving throws against spells or single-target harmful effects. Spend your reaction on a successful Dex save effect to completely negate damage.

3 first level spells/day.
Can prepare 6 spells/day.

Traits and Features
Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.
1. Abjure Enemy. As an action, you present your holy symbol and speak a prayer o f denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
2. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Darkvision: You have Darkvision to 60’.
Divine Health: Immunity to diseases.
Divine Sense: 5 times a day, detect any Celestial, Fiend, and Undead within 60 feet that’s not behind total cover, or any consecrated or desecrated space.
Divine Smite: Can expend a spell (1Spell Level)d8 radiant, to a maximum of 5d8. Deals an additional +1d8 if the target is a fiend or undead.
Dread Power I: You can cast the Blade Ward cantrip using Charisma.
Fighting Style – Defensive: 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.
Half-Dead: You are resistant to necrotic damage and have advantage on saving throws versus mind-affecting effects.
Lay On Hands: Heal 10 HP or cure 1 disease or poison per day. Woo.
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.


Konstantin von Aravalle

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