Ulan
Ulan
Sheet
AC 20 · HP 66 · 30 ft.Saving throws
Skills
- AthleticsSTR
- InsightWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Divine SenseLevel 1
As an action, sense the presence of celestials, fiends, and undead within 60 feet, and learn the location of any consecrated or desecrated place or object in range. Usable 5 times per long rest.
- Channel Divinity: Turn the UnholyLevel 3
Channel Divinity: as an action, present a holy symbol to make each fiend or undead within 30 feet make a Wisdom save or flee for up to 1 minute. The effect ends if the creature takes damage.
- Channel Divinity: Sacred WeaponLevel 3
Channel Divinity: as an action, imbue one weapon you are holding with positive energy for 1 minute. Add your Charisma modifier to attack rolls with it, and it emits bright light for 20 feet and dim light for another 20 feet. The effect ends if you dismiss it, are incapacitated, or release the weapon.
Always on
- Extra AttackLevel 5
When Take the Attack action
Strike with a weapon twice when taking the Attack action.
- Divine SmiteLevel 2
When Hit a creature with a melee weapon attack
Spend a spell slot on a melee weapon hit to add radiant damage.
- Lay on HandsLevel 1
When Touch a creature as an action
Use the Lay on Hands pool to restore hit points or cure disease or poison by touch.
- Channel Divinity
When As an action, once per short or long rest
Use Channel Divinity to make fiends and undead flee, or to empower a weapon with radiant energy.
- Fighting Style: DefenseLevel 2
Choose a fighting style. Defense grants +1 AC while wearing armor.
- SpellcastingLevel 2
Prepare paladin spells using Charisma. Ulan can prepare 5 paladin spells, in addition to always-prepared Oath of Devotion spells. Spell slots recover on a long rest.
- Divine HealthLevel 3
Immune to disease.
- Sacred Oath: Oath of DevotionLevel 3
Ulan has sworn the Oath of Devotion and gains its oath spells and Channel Divinity options.
- Ability Score ImprovementLevel 4
Increase two ability scores by 1 each, or one ability score by 2, or take a feat.
- Aura of ProtectionLevel 6
Add Charisma modifier to saving throws. Each friendly creature within 10 feet also gains this bonus while Ulan is conscious.
- Ability Score ImprovementLevel 8
Increase two ability scores by 1 each, or one ability score by 2, or take a feat.
- Constructed ResilienceWarforgedadvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
- Sentry's RestWarforgedduring a long rest, remain conscious and motionless for at least 6 hours.
- Integrated ProtectionWarforged+1 bonus to AC while wearing armor; armor cannot be removed against your will while you are alive.
- Specialized DesignWarforgedproficiency in one skill and one tool. Skill proficiency: Survival, already granted by Outlander, so take Perception. Tool proficiency: smith's tools.
- Warforged ResilienceWarforgeddo not need to sleep and cannot be put to sleep by magic.
- LanguagesWarforgedCommon and one other language of choice.
- WandererOutlander
Ulan has an excellent memory for maps and geography and can always recall the general layout of terrain, settlements, and other features around them. Each day, Ulan can find enough food and fresh water for themselves and up to five other people, provided the land offers it.
Spells
9 spellsSpellcasting. Ulan casts with Charisma (spell save DC 12, to hit with spell attacks).
1st level (4 slots): , , , , , ,
2nd level (3 slots): ,
Gear
11 itemsWeapons
- LongswordA martial melee weapon, carried in the right hand.
- 5×JavelinSimple thrown weapons, each dealing 1d6 piercing damage.
Armor
- Chain mailHeavy armor, AC 16 before shield and other bonuses.
- ShieldProvides +2 AC while wielded.
Gear
- Explorer's packIncludes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Holy symbolA small holy emblem fixed to the shield, serving as a spellcasting focus.
- StaffA walking staff used as a measure and walking aid.
- Hunting trapA simple hunting trap carried from the wilderness.
- Animal trophyA token taken from an animal Ulan encountered while traveling.
- Traveler's clothesPlain, patched clothes suited to long travel.
Purse
- Belt pouch and goldA small pouch containing ten gold pieces.
Appearance
A broad-shouldered warforged built from dark, work-worn timber and dull iron, with narrow amber glass eyes and a plain, practical faceplate. A patched travel cloak sits awkwardly over the squared plates of the torso; its hem has been mended with careful, uneven stitches. The shield is conspicuously well cared for, polished at the rim and wrapped at the grip. Up close, Ulan smells faintly of lamp oil, damp wool, and the clean mineral tang of rain on metal.
Mannerisms
Ulan pauses before answering, as if checking the wording against an internal command list. They turn their shield so its edge faces outward whenever strangers approach, and tap twice on a map before choosing a route.
Personality
Ulan is steady, observant, and sparing with words. They show care through practical acts: checking a strap, sharing the last dry tinder, or taking the first watch without announcing it. They have a dry, literal humor that often arrives a moment after everyone else has stopped talking.
Ideals
Duty. A promise is a structure people can shelter beneath. Keep it, but never use an oath as an excuse to abandon someone in need.
Bonds
Ulan has kept a bent metal unit-mark from the battle that took them. They will cross dangerous country for even a rumor that might lead back to their company, and they consider the people who shelter them temporary comrades until proven otherwise.
Flaws
Ulan treats a clear order as safer than a difficult judgment, and can become rigid when people argue over what ought to be done. They also keep moving long after rest would be wiser, afraid that stopping might mean accepting that home is unreachable.
Quirks
Background
Ulan was built to carry wounded soldiers and hold a breach, not to understand why a war could end the world. During the final hours of an apocalyptic battle, a spell tore open the sky above the line. It caught Ulan, a handful of broken weapons, and a wave of ash, then cast them into a wilderness beneath unfamiliar stars. The last thing Ulan heard from their company was an order to hold. They do not know if the battle ended, if their comrades survived, or whether their own world still exists. They learned the country by walking it, sleeping beneath rock shelves and following streams until they found people who needed a steady hand. A weathered shrine and its cracked oath-stone gave Ulan a language for the duty they had carried without understanding: protect those in reach, keep a promise once given, and do not mistake an order for justice. Ulan took the oath of Devotion, then set out again, collecting accounts of strange lights and broken horizons in the hope that one might point home. Their maps are meticulous, but every road is still a question.
“During the final hours of an apocalyptic battle, a spell tore open the sky above the line.”
- Background
- Outlander
Connections
Species
Warforged
Media
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