High Marshall Aric Draven
High Marshall Aric Draven
Sheet
AC 19 · HP 160 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
26 featuresAction
- Lay On HandsLevel 1
When A creature Aric can touch needs healing or a qualifying condition removed.
As a Magic action, Aric restores hit points to a touched creature from his Lay On Hands pool, or spends 5 points to remove Poisoned or restore Frightened as allowed by the feature.
- Extra AttackLevel 5
When Aric takes the Attack action.
Aric makes two weapon attacks when he takes the Attack action.
- Sacred WeaponLevel 3
When Aric uses Channel Divinity.
Aric invokes his oath through a weapon, adding his Charisma modifier to attack rolls with it and changing its damage to Radiant for 10 minutes.
- Faithful SteedLevel 5
When Aric needs a mount or rapid transport.
Aric calls a supernatural mount using Find Steed without expending a spell slot once per Long Rest.
Always on
- SpellcastingLevel 1
Aric prepares 11 Paladin spells after each Long Rest. Charisma is his spellcasting ability. He uses a Holy Symbol as a spellcasting focus for Paladin spells.
- Weapon MasteryLevel 1
Aric has mastery with Longsword and Javelin. Their mastery properties are available when he uses them.
- Fighting StyleLevel 2
Aric chooses the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Paladin's SmiteLevel 2
Divine Smite is always prepared. Once per Long Rest, Aric can cast it without expending a spell slot. He can also cast it normally with a spell slot.
- Channel DivinityLevel 3
Aric gains Channel Divinity, with three uses. He regains one expended use after a Short Rest and all expended uses after a Long Rest. He can use Divine Sense to detect Celestials, Fiends, Undead, and consecrated or desecrated places or objects within 60 feet for 10 minutes.
- Oath of DevotionLevel 3
Aric follows the Oath of Devotion. He gains the subclass features listed below and has the Oath of Devotion oath spells prepared at the appropriate levels.
- Ability Score ImprovementLevel 4
Aric gains an Ability Score Improvement or another qualifying feat. He has taken the Alert feat, adding his Proficiency Bonus to Initiative and allowing him to swap Initiative with a willing ally at the start of combat.
- Aura of ProtectionLevel 6
Aric and friendly creatures within 10 feet gain a bonus to saving throws equal to his Charisma modifier, provided Aric is conscious.
- Ability Score ImprovementLevel 8
Aric gains an Ability Score Improvement or another qualifying feat. He has taken the Mage Slayer feat, improving his resilience against spells cast by nearby creatures and allowing him to disrupt concentration when he damages a spellcaster.
- Abjure FoesLevel 9
As a Magic action, Aric can expend a use of Channel Divinity to force creatures of his choice within 30 feet to make a Wisdom saving throw. Creatures that fail are Frightened and suffer the feature's additional effects for up to 1 minute, repeating the save as specified by the feature.
- Aura of CourageLevel 10
Aric and friendly creatures within 10 feet cannot become Frightened while Aric is conscious.
- Radiant StrikesLevel 11
Once on each of Aric's turns, when he hits with a weapon or an Unarmed Strike, the attack deals an extra 1d8 Radiant damage.
- Ability Score ImprovementLevel 12
Aric gains an Ability Score Improvement or another qualifying feat. He has taken the Tough feat, increasing his hit point maximum by 26.
- Aura of DevotionLevel 7
Aric's Aura of Protection also grants immunity to the Charmed condition to him and friendly creatures within 10 feet.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanAric gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanAric gains proficiency in one skill of his choice. He has chosen Insight.
- VersatileHumanAric gains an additional Origin feat. He has chosen Alert.
- Two languagesHumanCommon and Celestial.
- Military RankSoldier
Aric can identify military rank, insignia, and battlefield formations, and can usually secure basic aid, shelter, or information from soldiers and veterans who recognize his authority or service.
Spells
18 spellsSpellcasting. High Marshall Aric Draven casts with Charisma (spell save DC 18, to hit with spell attacks).
1st level (4 slots): , , , , , , , , , ,
2nd level (3 slots): , , ,
3rd level (3 slots): , ,
4th level (1 slot): no spells
Gear
13 itemsWeapons
- LongswordA finely balanced military longsword that serves as Aric's sacred weapon.
- 6×JavelinLong-shafted spears used for formation fighting and thrown attacks.
- ShortbowA compact shortbow issued during border campaigns.
Armor
- Chain MailBlackened chain mail bearing Suzaya's military insignia. Armor Class 16 before Dexterity or other bonuses.
- ShieldA steel shield painted with a crimson flame and blank golden center. Grants +2 AC.
Tools
- Gaming SetA set of loaded dice and carved bone gaming pieces used by soldiers during watches.
Gear
- 20×ArrowsArrows suitable for the shortbow.
- Healer's KitA pouch of bandages, salves, and battlefield instruments.
- QuiverA quiver for carrying arrows.
- Traveler's ClothesDurable military travel clothing in dark gray and crimson.
- Holy SymbolA polished holy symbol shaped like a sun surrounding a small, enclosed flame.
- Priest's PackA priest's pack containing a backpack, blanket, 10 torches, tinderbox, 10 days of rations, waterskin, and 15 feet of rope.
Purse
- 23×Gold PiecesCoin reserved for campaign expenses and official requisitions.
Appearance
High Marshall Aric Draven is a broad-shouldered human man with close-cropped iron-gray hair, a severe jaw, and pale blue eyes that seem to measure every person in the room. A thin burn scar runs from his left temple to the corner of his mouth, a mark earned while defending the Fire Incarnate. He wears blackened chain mail beneath a crimson surcoat bearing Suzaya's golden sunburst, and his shield is painted with a stylized flame whose center is deliberately left blank. His longsword has a faint ember-red glow along its fuller when he invokes divine power.
Mannerisms
Aric stands perfectly upright even when exhausted, keeps his hands folded behind his back during tense conversations, and addresses subordinates by rank before using their names. When angered, he becomes quieter rather than louder. He pauses before speaking as though issuing an order to an unseen formation.
Personality
Cold, disciplined, and relentlessly observant. Aric speaks with the clipped precision of a field commander and rarely displays affection except through practical protection. He is brutal toward enemies and traitors, but his devotion to Suzaya's civilians is absolute. He does not seek glory, only control of every battlefield that threatens his charge.
Ideals
Order is the mercy that keeps civilization alive. The strong must accept terrible burdens so that ordinary people can live without knowing how close the world is to burning.
Bonds
Suzaya is not merely his city, it is the shield around the Fire Incarnate. He would give his life, reputation, or soul to preserve both, and he secretly keeps the names of every soldier who died defending the sanctum.
Flaws
Aric believes that any secret important enough to protect justifies ruthless methods. He is slow to forgive disobedience, dismisses emotional appeals as weaknesses, and would knowingly condemn a few innocents if he believed it would preserve Suzaya or the Fire Incarnate. He fears that without his control, the city will collapse into panic and treachery.
Quirks
Background
Aric Draven remembers little of childhood beyond drill yards, ration lines, and the shouted cadence of instructors. Suzaya's army took him in as soon as he was old enough to carry a spear, and he proved frighteningly gifted at turning chaotic battlefields into orderly machines. He rose through the ranks not because he inspired affection, but because his plans worked. He learned when to hold a gate, when to burn a bridge, and when to sacrifice a position so that the city itself would survive. His soldiers came to trust his judgment even when they feared his presence. During the Ashen Siege, Aric discovered the truth beneath Suzaya's central sanctum. The object worshiped as the Fire Incarnate was no mere sacred flame, but a living and ancient source of power whose existence could ignite wars among kings, churches, and tyrants. When the sanctum was breached, Aric stood between the invaders and the fire. The flames answered his oath, wreathing his sword in burning radiance and sealing the attackers beneath a rain of white fire. Since that night, he has served as High Marshall and sworn guardian of the Fire Incarnate. He protects Suzaya with absolute discipline, and protects the secret of the Incarnate with equal severity. To Aric, mercy is valuable only when it serves the survival of the innocent.
“He rose through the ranks not because he inspired affection, but because his plans worked.”
- Background
- Soldier
Connections
Species
Human
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