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Mzeki Orbeliani - AI-generated fantasy Character

Mzeki Orbeliani

Warforged · Paladin (Oath of Devotion) · Level 5 · Criminal

Mzeki Orbeliani

Cold, observant, and painfully composed.
AC18
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 44 · 30 ft.
AlignmentLawful NeutralGenderMasculine-presentingAgeBuilt 18 years ago, with an apparent age of about thirty-five
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Thieves' Tools,
Gaming Set

Languages

Common,
Georgian

Features

21 features

Action

  • Longsword Strike

    When When taking the Attack action

    Make a melee weapon attack with a longsword. On a hit, deal 1d8 + 2 Slashing damage, plus any Divine Smite damage expended.

  • Sacred Weapon

    When When preparing for a dangerous fight

    Use Sacred Weapon to add +2 to attack rolls with one weapon for 10 minutes.

  • Turn the Unholy

    When When Fiends or Undead threaten nearby creatures

    Cause nearby Fiends and Undead to make Wisdom saving throws or become Frightened and move away.

  • Extra AttackLevel 5

    You can make two attacks instead of one whenever you take the Attack action on your turn.

Bonus action

  • Lay On HandsLevel 1

    When When a creature within reach needs healing

    Restore up to 25 total Hit Points from the Lay On Hands pool, or spend 5 points to remove the Poisoned condition.

  • Lay On Hands ImprovementLevel 1

    You can use your Lay On Hands as a Bonus Action, and you can target yourself or another creature within 5 feet. In addition, you can expend 5 Hit Points from the pool to end the Poisoned condition on the target.

Always on

  • Divine Smite

    When After hitting with a melee weapon or Unarmed Strike

    Expend a spell slot after hitting with a melee weapon or unarmed strike to deal 2d8 or more additional Radiant damage.

  • Divine SenseLevel 1

    You can sense the presence of Celestials, Fiends, and Undead within 60 feet as a Magic action, revealing the creature type and, in some cases, the presence of consecrated or desecrated places. You can use this feature a number of times equal to your proficiency bonus per Long Rest.

  • SpellcastingLevel 1

    You can use a weapon as a spellcasting focus for your Paladin spells. You prepare four Paladin spells after each Long Rest, chosen from the Paladin spell list. You have four level 1 spell slots and two level 2 spell slots.

  • Fighting StyleLevel 2

    You gain a Fighting Style feat. You have chosen Defense, granting a +1 bonus to Armor Class while wearing armor.

  • Paladin's SmiteLevel 2

    Once on each of your turns when you hit a creature with a Melee weapon or an Unarmed Strike, you can expend a spell slot to deal extra Radiant damage. The extra damage is 2d8 for a level 1 slot, plus 1d8 for each slot level above 1, to a maximum of 5d8. The damage increases by 1d8 against a Fiend or Undead.

  • Weapon MasteryLevel 1

    You can use the Mastery properties of Longswords, Javelins, and Greatswords. Longsword uses Sap, Javelin uses Slow, and Greatsword uses Graze.

  • Sacred OathLevel 3

    You choose an oath that grants additional features. You have sworn the Oath of Devotion.

  • Channel DivinityLevel 3

    You gain the Oath of Devotion Channel Divinity options: Sacred Weapon, which can add your Charisma modifier to attack rolls with one weapon for 10 minutes, and Turn the Unholy, which can frighten and turn Fiends and Undead. You regain one expended use after a Short Rest and all expended uses after a Long Rest.

  • Oath SpellsLevel 3

    You can call on your oath to cast Protection from Evil and Good and Shield of Faith without expending a spell slot. These spells are always prepared for you.

  • Constructed ResilienceWarforgedYou have Advantage on saving throws against being Poisoned, Resistance to Poison damage, and you do not need to eat, drink, or breathe.
  • Sentry's RestWarforgedWhen you take a Long Rest, you remain conscious and aware of your surroundings, though you can appear inactive. You complete the rest in six hours.
  • Integrated ProtectionWarforgedYou can integrate armor into your body. Donning or doffing integrated armor takes one hour, and you can use your armor as part of your body while wearing it.
  • Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. These proficiencies are included as Acrobatics and Thieves' Tools.
  • Creature TypeWarforgedHumanoid. Size: Medium. Speed: 30 feet.
  • Criminal ContactCriminal

    You have a reliable contact who acts as your liaison to a network of criminals. You know how to get messages to and from this contact, even across considerable distances, though the contact cannot guarantee safe passage or assistance.

Spells

8 spells

Spellcasting. Mzeki Orbeliani 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
    Martial melee weapon, 1d8 Slashing damage, Sap mastery
  • 6×
    Javelin
    Simple ranged weapon, 1d6 Piercing damage, Slow mastery

Armor

  • Chain Mail
    Heavy armor, Armor Class 16 before Dexterity or other bonuses
  • Shield
    Adds +2 Armor Class when wielded

Tools

  • Crowbar
    Useful for forcing doors, windows, and crates
  • Thieves' Tools
    Used for opening locks and disabling traps
  • Gaming Set
    A marked set of gaming pieces used for gambling and coded signals

Gear

  • Priest's Pack
    Contains a backpack, bedroll, mess kit, tinderbox, torches, rations, and waterskin
  • Common Clothes
    Plain travel clothes and a hooded cloak

Purse

  • 16×
    Gold Pieces
    Small reserve of coin kept in a concealed compartment

Appearance

A compact, broad-shouldered warforged with dark iron plating, dull brass fasteners, and a narrow ceramic faceplate marked by a single vertical groove. His armor is kept immaculate except for old grease worked into the joints of his hands. He smells faintly of lamp oil, wool, and bitter mountain herbs, a scent he does not notice unless someone points it out. When waiting, he stands with his weight balanced on the balls of both feet, perfectly still except for a slow turn of the head toward every nearby voice.

Mannerisms

He pauses for exactly one breath before answering difficult questions. He occasionally punctuates a sentence with the faint click of two metal fingers together, an old jester's rhythm. When someone lies, he does not accuse them. He simply repeats their final phrase in the flat tone of a stage performer waiting for the audience to notice the joke.

Personality

Cold, observant, and painfully composed. Mzeki speaks like a performer who has forgotten how to enjoy the audience, yet he notices hunger, fear, and loneliness immediately. He prefers useful truths to comforting lies and shows affection by standing watch, repairing equipment, or silently placing himself between danger and an ally.

Ideals

Protection. A promise is a wall. If I give my word that someone will leave alive, then the world must break before that promise does.

Bonds

The camp followers who raised him scattered after the war. He keeps a coded ledger of their names and quietly searches for them, especially the children who vanished during the army’s retreat.

Flaws

He assumes every kindness is an investment and reacts to sincere affection as though it were a trap. Once he decides someone is dangerous, he is slow to revise that judgment, even when evidence changes.

Quirks

Keeps a coded ledger of names hidden behind the shield's inner grip.
Can identify several army units by marching cadence alone.
Collects small bells but never rings them in public.
Refers to dangerous plans as punchlines and waits for someone else to laugh.
Polishes his shield whenever he is uncertain what to say.

Background

Mzeki was assembled for a military camp that followed an army across three borders, where cooks, sutlers, gamblers, performers, and camp followers kept soldiers fed and distracted. His first assigned role was court jester to a general who believed laughter made obedience easier. Mzeki learned every officer’s weakness, every private’s secret, and every way to make a dangerous truth sound like a joke. He became very good at smiling without warmth. When the army collapsed into mutiny, Mzeki survived by carrying messages between deserters, smugglers, and families searching for missing soldiers. He stole documents, forged passes, and once used his jester’s bells to conceal the sound of a lockpick. Years later, he found faith in the simple discipline of protecting people who could not protect themselves. He took up the sword as a paladin, not because he believes the world is just, but because he has seen exactly what happens when no one stands between power and the helpless. His oath is quiet, practical, and cold. He will not promise mercy, but he will promise that the defenseless will not be abandoned while he is still standing.

“His first assigned role was court jester to a general who believed laughter made obedience easier.”
From their backstory
Background
Criminal

Connections

Species

Warforged

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