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Bahob - AI-generated fantasy Character

Bahob

Human · Paladin (Oath of Devotion) · Level 6 · Criminal

Bahob

Bahob is observant, restrained, and quietly compassionate.
AC18
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 52 · 30 ft.
AlignmentNeutral GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionINT
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' tools,
Gaming set

Languages

Common,
Thieves' Cant,
Dwarvish

Features

20 features

Action

  • Extra AttackLevel 5

    When When Bahob takes the Attack action

    Bahob makes two melee weapon attacks, usually with his longsword. He can draw on Divine Smite after a hit by expending a spell slot.

  • Sacred Weapon

    When As an action, using Channel Divinity

    Bahob channels divine power through his weapon, adding +2 to attack rolls with it for 1 minute and causing it to shed bright light. He can end the effect voluntarily.

  • Turn the Unholy

    When As an action, using Channel Divinity

    Bahob presents his holy symbol and forces nearby fiends and undead to make a Wisdom saving throw or become turned.

  • Lay on HandsLevel 1

    When As an action by touch

    Bahob restores up to 30 total hit points from his healing pool, or spends 5 points to cure one disease or neutralize one poison.

  • Divine SenseLevel 1

    As an action, Bahob can open his awareness to detect powerful good or evil until the end of his next turn. He knows the location of celestials, fiends, and undead within 60 feet, and he can detect consecrated or desecrated places and objects. He can use this feature a number of times equal to 1 plus his Charisma modifier, regaining all uses after a long rest.

Always on

  • Paladin ProficienciesLevel 1

    Bahob gains proficiency with all armor and shields, and with simple and martial weapons. He can use a holy symbol as a spellcasting focus for his paladin spells.

  • Fighting Style, DefenseLevel 2

    Bahob gains the Defense fighting style, granting him a +1 bonus to AC while wearing armor.

  • Divine SmiteLevel 2

    When Bahob hits a creature with a melee weapon attack, he can expend a spell slot to deal radiant damage in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level above 1st, to a maximum of 5d8. The damage increases by 1d8 against undead or fiends.

  • SpellcastingLevel 2

    Bahob can prepare and cast paladin spells using Charisma as his spellcasting ability. He prepares a number of paladin spells equal to his Charisma modifier plus half his paladin level, rounded down, for a total of 5 prepared spells, not counting oath spells.

  • Sacred Oath, Oath of DevotionLevel 3

    Bahob chooses the Oath of Devotion, gaining oath spells and Channel Divinity options. His oath spells are always prepared and do not count against his prepared spell limit.

  • Channel DivinityLevel 3

    Bahob can use Channel Divinity once per short or long rest. Sacred Weapon allows him to imbue one weapon held in one hand with positive energy for 1 minute, adding his Charisma modifier to attack rolls and causing it to emit bright light. Turn the Unholy forces fiends and undead within 30 feet to make a Wisdom saving throw or become turned for 1 minute or until damaged.

  • Divine HealthLevel 3

    Bahob is immune to disease.

  • Aura of ProtectionLevel 6

    Bahob can add his Charisma modifier to every saving throw he makes. He can grant this bonus to friendly creatures within 10 feet of him, including himself.

  • Ability Score IncreaseHuman+1 to all six ability scores
  • SizeHumanMedium
  • SpeedHuman30 feet
  • Extra LanguageHumanBahob speaks Dwarvish
  • Human VersatilityHumanThe standard human gains broad ability across all fields
  • LanguagesHumanCommon and Dwarvish
  • Criminal ContactCriminal

    Bahob has a reliable contact among former criminal associates who can provide information, pass messages, arrange introductions, or offer limited aid, though such help may carry risks and obligations.

Spells

7 spells

Spellcasting. Bahob casts with Charisma (spell save DC 13, to hit with spell attacks).

1st level (4 slots): , , ,

2nd level (2 slots): , ,

Gear

10 items

Weapons

  • Longsword
    A martial melee weapon with a polished steel blade, used as Bahob's primary weapon and holy symbol focus.
  • Light crossbow
    A light crossbow with 20 bolts.

Armor

  • Chain mail
    Heavy armor, AC 16. Bahob meets the Strength requirement and suffers no speed penalty from it.
  • Shield
    A shield bearing a simple blue-and-gold emblem of Torm. Bahob's Defense fighting style applies while wearing armor.

Tools

  • Gaming set
    A set of loaded dice and a small iron key taken from his former criminal associates.
  • Thieves' tools
    A set of thieves' tools concealed inside a false compartment in his pack.

Gear

  • 20×
    Crossbow bolts
    A small bag of 20 crossbow bolts.
  • Priest's pack
    A priest's pack containing a backpack, blanket, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Criminal's pack
    A crowbar, dark common clothing with a hood, and a pouch containing 15 gp, representing his criminal equipment.
  • Holy symbol
    A holy symbol of Torm displayed openly at his throat.

Appearance

Bahob is a broad-shouldered human man with a compact, powerful build and a carefully maintained black beard trimmed close to the jaw. His dark hair is cropped short except for a narrow, deliberate topknot, a habit left over from his days among street gangs. He keeps his armor polished but practical, with a blue cloth sash tied beneath his breastplate and a holy symbol of Torm fixed openly at his throat. Within a minute of meeting someone, it is clear that Bahob watches hands, exits, and the nearest person who looks frightened before he looks at faces. His expression is usually guarded, but his smile is unexpectedly warm when offered to children, beggars, or anyone trying to start over.

Mannerisms

Bahob checks the nearest exit whenever he enters a room, then deliberately turns his full attention to whoever is speaking. He cleans his sword after every fight, even if it was barely used, and addresses frightened strangers in the same calm tone he uses when speaking to dangerous enemies.

Personality

Bahob is observant, restrained, and quietly compassionate. He speaks plainly, dislikes grand speeches, and has little patience for people who confuse legality with goodness. Around criminals he is wary but respectful, because he understands the pressures that create them. Around the innocent he becomes almost awkwardly protective, offering practical help before anyone has time to ask.

Ideals

Justice belongs to everyone, not only to those who can afford courts, guards, or respectable names. Bahob believes mercy should protect people from desperation, while accountability should protect them from those who exploit it.

Bonds

He protects the family whose home he refused to burn, even though they do not know the full extent of what he did for them. He also keeps a small iron key taken from his old criminal crew, a reminder that every locked door can represent either safety or oppression.

Flaws

Bahob assumes that every authority figure is hiding a private cruelty, and he can become needlessly suspicious or confrontational when asked to trust someone in power. He is also tempted to solve complicated moral problems with a locked door, a broken weapon, or a threat delivered in a very calm voice.

Quirks

He keeps a mental count of doors, windows, and armed people in every room.
He offers food before advice, especially to anyone who looks cold or embarrassed.
He never rolls dice casually, because he considers gambling a tool criminals use to make desperation look voluntary.
He calls his shield 'The Honest Door.'

Background

Bahob grew up in a crowded human district where honest work was scarce and hungry people learned quickly which doors were watched and which were merely painted to look secure. He began as a runner for a burglary crew, carrying messages, scouting guard routes, and learning that the difference between a thief and a tyrant was often just who had the authority to write the laws. He was good at the work because he noticed everything, especially who was being ignored. Over time, he became the crew's muscle and eventually its conscience, quietly diverting coin from jobs that targeted struggling families and replacing stolen medicine before anyone noticed. The turning point came when his former employer ordered him to help burn a debtor's home as a warning to the neighborhood. Bahob refused, then stood between the family and the men he had once called brothers. He survived the fight and fled to a roadside shrine, where an aging priest of Torm offered him food, work, and a choice. Bahob took the oath not because he believed himself clean, but because he understood exactly how easily strength becomes cruelty. Now he travels as a paladin, using the skills of a criminal to expose predators, protect the desperate, and ensure that justice reaches people who cannot afford to purchase it.

“He was good at the work because he noticed everything, especially who was being ignored.”
From their backstory
Background
Criminal

Connections

Species

Human

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