Imelda
Imelda
Sheet
AC 19 · HP 111 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- PerceptionWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAlways on
- Divine SenseLevel 1
When As an action
Imelda senses strong good or evil, celestials, fiends, undead, and consecrated or desecrated places within 60 feet.
- Lay on HandsLevel 1
When As an action
Imelda restores up to 50 hit points from her healing pool, or spends 5 points to cure one disease or neutralize one poison.
- Extra AttackLevel 5
When When taking the Attack action
Imelda makes two melee weapon attacks, usually with Tide-Cutter.
- Divine SmiteLevel 2
When After hitting with a melee weapon attack
Imelda expends a spell slot after hitting with a melee weapon attack to deal radiant damage, with additional damage against fiends and undead.
- Aura of ProtectionLevel 6
When When Imelda or an ally within 10 feet makes a saving throw
Imelda grants herself or a nearby ally a bonus equal to her Charisma modifier on a saving throw.
- Vow of Enmity
When As a bonus action, using Channel Divinity
Imelda grants herself advantage on attacks against one creature for 1 minute.
- Abjure Enemy
When As an action, using Channel Divinity
Imelda can frighten one creature and reduce its speed to 0 on a failed Wisdom saving throw.
- Fighting Style, DuelingLevel 2
Imelda gains a +2 bonus to melee weapon attack rolls while wielding a melee weapon in one hand and no other weapons.
- SpellcastingLevel 2
Imelda can cast prepared paladin spells using Charisma. She can use a holy symbol as a spellcasting focus.
- Divine HealthLevel 3
Imelda is immune to disease.
- Sacred Oath, Oath of VengeanceLevel 3
Imelda swears the Oath of Vengeance, gaining oath spells and Channel Divinity options.
- Channel DivinityLevel 3
Imelda can use Channel Divinity once per short or long rest. Abjure Enemy frightens and restrains the speed of one creature. Vow of Enmity grants advantage on attacks against one creature for 1 minute.
- Oath SpellsLevel 3
Imelda gains access to her Oath of Vengeance oath spells, which are always prepared and do not count against her prepared spells.
- Oath Spells, Oath of VengeanceLevel 3
Imelda's oath spells include bane and hunter's mark at 3rd level, hold person and misty step at 5th level, bestow curse and haste at 9th level, banishment and dimension door at 13th level, and hold monster and scrying at 17th level.
- Aura of CourageLevel 10
Imelda and friendly creatures within 10 feet cannot be frightened while she is conscious. The aura expands to 30 feet at 18th level.
- TraitHalf-ElfDarkvision, 60 feet
- TraitHalf-ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put Imelda to sleep
- TraitHalf-ElfKeen Senses, proficiency in Perception
- TraitHalf-ElfSkill Versatility, proficiency in History and Persuasion
- TraitHalf-ElfLanguages, Common, Elvish, and one additional language, Dwarvish
- Ship's PassageSailor
Imelda can secure free passage on sailing ships for herself and her adventuring companions, provided she does not endanger the vessel or abuse the crew's trust.
Spells
8 spellsSpellcasting. Imelda casts with Charisma (spell save DC 14, to hit with spell attacks).
1st level (4 slots): ,
2nd level (3 slots): ,
3rd level (2 slots): ,
4th level: ,
Gear
12 itemsWeapons
- Tide-CutterA +1 magical longsword with a wave-and-mountain etching. Imelda calls it Tide-Cutter.
- 5×JavelinFive balanced spears suitable for throwing or close combat.
Armor
- Chain mailChain mail armor, maintained with meticulous care despite its salt stains.
- ShieldA steel shield bearing a cracked merchant-galley emblem and Imelda's holy symbol.
Tools
- Belaying pinA belaying pin from her first ship, usable as a club and kept as a reminder of ordinary work.
Gear
- Priest's packA practical pack containing bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
- Holy symbolA silver holy symbol worn on a cord beneath her armor.
- Silk ropeA 50-foot coil of silk rope kept for climbing, rigging, and tying difficult prisoners.
- Lucky charmA small charm made from a shark tooth and a brass washer.
- Common clothesA sturdy set of common clothes worn beneath her armor during travel.
- Cloak of ProtectionA protective blue cloak that grants a +1 bonus to AC and saving throws.
Purse
- 10×Gold piecesCoins saved from honest deck work and later bounty contracts.
Appearance
Imelda is a broad-shouldered half-elf woman with olive skin, dark copper hair cut to her jaw, and pale green eyes flecked with gold. A narrow scar crosses her lower lip, and the tips of her pointed ears are marked with tiny brass rings. She wears weathered chain mail beneath a deep blue cloak clasped with a bone-white brooch. Her polished longsword bears a simple geometric etching, a pattern of interlocking angles that resembles both waves and mountain paths.
Mannerisms
Imelda speaks in short, precise sentences and often pauses to study a person's hands before answering. She checks knots whenever she passes rope, taps the pommel of her sword three times before entering danger, and addresses judges, captains, and nobles by their names rather than their titles.
Personality
Imelda is direct, observant, and unexpectedly patient with people who are trying to improve. She has a sailor's practical humor and a magistrate's appetite for contradictions. She dislikes grand speeches, ornamental armor, and anyone who says that a problem is complicated when they mean it is profitable.
Ideals
Accountability. Mercy is meaningful only after the truth is known. The powerful must be made answerable to the people who cannot afford to buy silence.
Bonds
The surviving crew of the wrecked galley are her family. She will risk almost anything to recover the names of the dead and bring the magistrate who betrayed them before an honest tribunal.
Flaws
Imelda cannot leave an injustice unanswered once she has recognized it. She also mistakes secrecy for guilt, and when frightened that someone is hiding the truth, she becomes controlling, suspicious, and willing to endanger innocent alliances to force a confession.
Quirks
Background
Imelda was born in a harbor district where half-elven children were expected to become translators, brokers, or trouble. Instead, she learned the practical languages of rope, weather, and steel aboard a merchant galley that sailed between crowded western ports and the black-water coves beyond the mountain coast. Her mother kept the ship's accounts, while her human father served as a deck officer whose quiet discipline shaped Imelda more than any sermon. She became known for settling disputes with a blunt question, a steady stare, and the unpleasant certainty that she had already counted every exit. The ship was destroyed after a coastal magistrate sold its route to raiders. Imelda survived by clinging to a broken mast, but most of the crew did not. The official investigation blamed the captain, then vanished into a locked archive. Imelda swore an oath not to punish the guilty in a fit of rage, but to find them, expose the chain of profit that protected them, and make certain no court could bury the truth again. Her faith is not gentle. It is a lantern held over hidden dealings, a promise that debts can be collected even when the law has been bought. She now travels with the magical longsword Tide-Cutter and a protective cloak taken from the wreck's sealed captain's chest, uncertain whether the items were meant for her or merely waiting for someone stubborn enough to claim them.
“Her mother kept the ship's accounts, while her human father served as a deck officer whose quiet discipline shaped Imelda more than any sermon.”
- Background
- Sailor
Connections
Species
Half-Elf
Media
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