Eshonai
Eshonai
Sheet
AC 19 · HP 84 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
30 featuresAction
- Double Strike
When When taking the Attack action
Make two melee weapon attacks as part of the Attack action.
- Sacred WeaponLevel 3
When When activating Channel Divinity
For 10 minutes, add Charisma to attack rolls with one melee weapon and convert its damage to Radiant.
- 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 As a bonus action, when touching a creature
Restore hit points from a 50-point healing pool, or spend 5 points to cure a disease or neutralize a poison.
- Radiant Soul
When When using Celestial Revelation
Awaken radiant wings and gain a flying speed equal to your walking speed for 1 minute.
- Celestial RevelationLevel 3
You can use a bonus action to cause your Celestial Revelation to last for 1 minute. Choose Radiant Soul, Radiant Consumption, or Necrotic Shroud when you use it.
- TraitAasimarCelestial Revelation, use a bonus action to activate Radiant Soul, Radiant Consumption, or Necrotic Shroud for 1 minute
Always on
- Divine Smite
When Immediately after hitting with a melee weapon
After hitting with a melee weapon, expend a spell slot to deal additional Radiant damage.
- Faithful SteedLevel 5
When When you need a mount
Summon a celestial steed using Find Steed without spending a spell slot.
- SpellcastingLevel 1
You can cast prepared Paladin spells using Charisma as your spellcasting ability.
- Weapon MasteryLevel 1
You can use the Weapon Mastery properties of four kinds of Simple or Martial weapons with which you have proficiency. Eshonai uses Longsword, Javelin, Mace, and Greatsword mastery.
- Fighting StyleLevel 2
You gain a Fighting Style feat. Eshonai has chosen Defense, gaining a +1 bonus to Armor Class while wearing armor.
- Paladin's SmiteLevel 2
You can expend a spell slot immediately after hitting with a melee weapon to deal extra Radiant damage. The damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level above 1st, up to 5d8. Fiends and Undead take an additional 1d8.
- Channel DivinityLevel 3
You gain Channel Divinity, initially usable once per Long Rest. You can also use it to activate your Sacred Oath feature.
- Sacred Oath: Oath of DevotionLevel 3
You swear the Oath of Devotion and gain its oath features and prepared spells.
- Oath SpellsLevel 3
You always have Protection from Evil and Good and Shield of Faith prepared. These spells do not count against the number of Paladin spells you can prepare.
- Aura of ProtectionLevel 6
You can add your Charisma modifier to every saving throw you and friendly creatures within 10 feet of you make. You must be conscious to grant this benefit.
- Aura of DevotionLevel 7
You and friendly creatures within 10 feet of you have Immunity to the Charmed condition.
- Celestial ResistanceLevel 1
You have Resistance to Necrotic damage and Radiant damage.
- DarkvisionLevel 1
You have Darkvision with a range of 60 feet.
- Healing HandsLevel 1
As a Magic action, you can touch a creature and restore hit points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.
- Light BearerLevel 1
You know the Light cantrip. Charisma is your spellcasting ability for it.
- Additional Channel DivinityLevel 9
You gain one additional use of Channel Divinity at level 7, for a total of two uses per Long Rest.
- Aura of CourageLevel 10
You and friendly creatures within 10 feet of you have Immunity to the Frightened condition.
- TraitAasimarDarkvision, 60 feet
- TraitAasimarResistance to Necrotic and Radiant damage
- TraitAasimarHealing Hands, restore hit points equal to your Proficiency Bonus a number of times equal to your Proficiency Bonus per Long Rest
- TraitAasimarLight Bearer, know the Light cantrip, using Charisma as the spellcasting ability
- TraitAasimarCelestial Revelation can be used once per Long Rest
- Shelter of the FaithfulAcolyte
You can request and receive shelter, food, and basic aid from temples, shrines, and religious communities devoted to your faith or a compatible one. These institutions will not endanger themselves for you, but they recognize your service and are inclined to help.
Spells
12 spellsSpellcasting. Eshonai casts with Charisma (spell save DC 15, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): , , ,
3rd level (2 slots): , ,
Gear
10 itemsWeapons
- LongswordA martial one-handed weapon used with a shield.
- 5×JavelinA simple backup weapon and throwing weapon.
Armor
- Chain mailA well-maintained suit of chain mail bearing a small sunburst clasp.
- ShieldA sturdy shield painted with Lathander's rising sun.
Tools
- Calligrapher's suppliesCalligrapher's supplies used to copy prayers, record testimony, and preserve names of the dead.
Gear
- Holy symbolA holy symbol of Lathander, worn openly around the neck.
- Priest's packA priest's pack containing practical travel and devotional supplies.
- Acolyte starting gearA small prayer book, incense, vestments, common clothes, and a pouch containing 15 gold pieces.
- Magic Initiate: ClericTwo cleric cantrips chosen through Magic Initiate, Guidance and Thaumaturgy.
- Magic Initiate: BlessThe Bless spell, cast once per Long Rest without a spell slot, using Wisdom as the feat's spellcasting ability.
Appearance
Eshonai is a tall, powerfully built aasimar woman with warm brown skin, broad shoulders, and the compact strength of someone accustomed to armor, marching, and hard labor. Her dark hair is braided close to her scalp and threaded with small brass sun discs. Her eyes are deep brown but brighten with a soft amber radiance when she invokes divine power. She carries herself with unusual stillness, taking up more space than she seems to realize, and people instinctively make room when she enters a crowded place. Her weathered hands bear small calluses from sword work, reins, and monastery chores. Her armor is carefully maintained but plainly worn, marked with a simple rising-sun symbol of Lathander.
Mannerisms
Eshonai stands squarely facing whoever is speaking, often leaning forward until the other person notices how close she is. She checks exits whenever she enters a room, counts children and vulnerable people before counting weapons, and begins each morning by touching her holy symbol to her forehead. When angry, she becomes extremely polite and addresses enemies by their full names.
Personality
Eshonai is direct, protective, and intensely attentive to the vulnerable people around her. She speaks with calm certainty even when afraid, but she dislikes being praised for bravery because she believes courage is an obligation, not a virtue. She is patient with the frightened and unforgiving toward those who exploit fear. Her faith is not serene. It is disciplined, practical, and renewed every day through deliberate action.
Ideals
Life before death. Strength is not the absence of fear, but the decision to stand while afraid. Justice must protect the living and remember the dead.
Bonds
I will find Theodore Cruz and make him answer publicly for the lives he destroyed. I also carry the memory of my family as a sacred trust, and I will not let another child endure the helplessness I once accepted.
Flaws
I confuse hesitation with cowardice, including in people who have already shown courage in quieter ways. When someone is threatened, I act before I think, and I can become dangerously reckless if retreat would leave another person behind.
Quirks
Background
At twelve, Eshonai lived with her parents and four siblings in a peaceful village of roughly seventy-five people. Before dawn, armed invaders set the grain stores and livestock pens ablaze. Their leader, Theodore Cruz, had already taken hostages and demanded that every man gather unarmed in the town square. He was searching for a fugitive named Thadrian, a man missing two fingers from his dueling hand, whose information could supposedly destroy a rival. No villager knew him. When no answer came, Theodore threatened executions. In the confusion, Eshonai watched an armed man shove her thirteen-year-old brother, who fell against a stone and died. Theodore understood that the desperate villagers might overwhelm his force if they attacked together. He ordered the assault, and a wall of flame separated the captors from the unarmed men. The invaders slaughtered the villagers, then hunted down the survivors while Theodore shouted, “No survivors. No evidence. Find them all.” Eshonai’s mother had ordered the children to hide, but her younger siblings followed their oldest brother outside. Eshonai heard them calling and did nothing. She stayed concealed for hours, frozen by terror, until the sounds of pursuit and burning bodies faded. That failure became the central wound of her life, not a mark on her skin, but a question she asks herself every morning: who will I protect when fear tells me to hide? She found the answer in the temples of Lathander, where priests taught her that dawn is not proof that darkness never came. It is a promise to rise after it. She trained as a holy warrior, swearing to place life before comfort, strength before excuses, and the journey toward justice before any claim of personal purity. Now she seeks Theodore Cruz, protects those who cannot protect themselves, and intends to bring him before judgment rather than allow his crimes to vanish into legend.
“Before dawn, armed invaders set the grain stores and livestock pens ablaze.”
- Background
- Acolyte
Connections
Species
Aasimar
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