Thrain Stonepenitent
Thrain Stonepenitent
Sheet
AC 18 · HP 112 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
33 featuresAction
- Lay on HandsLevel 1
Thrain has a healing pool containing 60 hit points. As an action, he can restore hit points from this pool by touch, or spend 5 points to cure one disease or neutralize one poison.
- Emissary of PeaceLevel 3
Thrain can use an action to grant himself a +5 bonus to Charisma checks for the next 10 minutes.
- Aura of the GuardianLevel 7
Thrain can use an action to grant himself and creatures of his choice within 30 feet resistance to bludgeoning, piercing, and slashing damage for 1 minute. He can use this feature once per long rest.
Always on
- Stand Between
When A creature threatens an ally or civilian.
Thrain places himself between an aggressor and a potential victim, offering calm words before drawing his weapon.
- Mercy Before Judgment
When A creature within reach is injured or dying.
Thrain invokes Ilmater's mercy, using protective magic and healing to keep a wounded creature alive.
- Stonepenitent's Rebuke
When A fiend, undead creature, or enemy refuses every chance to surrender.
Thrain strikes with his warhammer while calling on divine power to end a supernatural threat quickly.
- Divine SenseLevel 1
Thrain can sense the presence of strong celestial, fiendish, or undead forces within 60 feet, and can identify the type of creature detected. He can use this feature a number of times equal to his Charisma modifier plus 1 per long rest, currently 1 time.
- Fighting Style: DefenseLevel 2
Thrain gains a +1 bonus to Armor Class while wearing armor.
- Divine SmiteLevel 2
Once per turn when he hits a creature with a melee weapon attack, Thrain can expend a spell slot to deal radiant damage in addition to the weapon's damage. The damage is 2d8 for a 1st-level slot, plus 1d8 per slot level above 1st, to a maximum of 5d8, with an extra 1d8 against undead or fiends.
- SpellcastingLevel 2
Thrain can cast prepared paladin spells using Charisma as his spellcasting ability. He can prepare a number of paladin spells equal to half his paladin level plus his Charisma modifier, currently 6 spells, in addition to his oath spells.
- Sacred OathLevel 3
Thrain chooses a sacred oath and gains its features. He has sworn the Oath of Redemption.
- Channel DivinityLevel 3
Thrain can use Channel Divinity once per short or long rest. His Oath of Redemption options are Emissary of Peace and Rebuke the Violent.
- Rebuke the ViolentLevel 3
When a creature within 30 feet deals damage with an attack, Thrain can use his reaction to force the attacker to make a Wisdom saving throw. On a failure, the attacker takes radiant damage equal to the damage it just dealt, and on a success it takes half as much.
- Ability Score ImprovementLevel 4
Thrain can improve one ability score by 2, or two ability scores by 1, subject to the normal ability score maximum.
- Extra AttackLevel 5
Whenever Thrain uses Divine Smite, he can expend only one spell slot, and he adds an extra 1d8 radiant damage to the smite.
- Extra AttackLevel 5
Thrain can attack twice, instead of once, whenever he takes the Attack action on his turn.
- Divine HealthLevel 3
Thrain becomes immune to disease.
- Aura of ProtectionLevel 6
Whenever Thrain or a friendly creature within 10 feet makes a saving throw, the creature gains a bonus equal to Thrain's Charisma modifier, currently +0.
- Oath SpellsLevel 3
Thrain's divine oath grants him additional prepared spells that do not count against the number of paladin spells he can prepare: Sanctuary and Sleep.
- Oath SpellsLevel 5
Thrain's divine oath grants him additional prepared spells that do not count against the number of paladin spells he can prepare: Calm Emotions and Hold Person.
- Aura of CourageLevel 10
Thrain and friendly creatures within 10 feet cannot be frightened while Thrain is conscious.
- Improved Divine SmiteLevel 11
Whenever Thrain hits a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
- Ability Score ImprovementLevel 8
Thrain can improve one ability score by 2, or two ability scores by 1, subject to the normal ability score maximum.
- Ability Score ImprovementLevel 12
Thrain can improve one ability score by 2, or two ability scores by 1, subject to the normal ability score maximum.
- Oath SpellsLevel 9
Thrain's oath grants him additional prepared spells that do not count against the number of paladin spells he can prepare: Counterspell and Hypnotic Pattern.
- Oath SpellsLevel 13
Thrain's oath grants him additional prepared spells that do not count against the number of paladin spells he can prepare: Otiluke's Resilient Sphere and Stoneskin.
- DarkvisionHill DwarfThrain can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- Dwarven ResilienceHill DwarfThrain has advantage on saving throws against poison and resistance to poison damage.
- Dwarven Combat TrainingHill DwarfThrain is proficient with battleaxes, handaxes, light hammers, and warhammers.
- StonecunningHill DwarfWhenever Thrain makes an Intelligence History check related to the origin of stonework, he is considered proficient and adds double his proficiency bonus.
- Dwarven ToughnessHill DwarfThrain's hit point maximum increases by 1 for each level, included in his hit points.
- Dwarven speedHill DwarfThrain's speed is not reduced by wearing heavy armor.
- Shelter of the FaithfulAcolyte
Thrain can expect free healing and care at temples, shrines, and other established religious institutions devoted to Ilmater or allied compassionate faiths. He can also request modest assistance, though he must provide material components or repay costly services.
Spells
14 spellsSpellcasting. Thrain Stonepenitent casts with Charisma (spell save DC 12, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): , , , ,
3rd level (3 slots): ,
4th level: ,
Gear
14 itemsWeapons
- WarhammerA martial melee weapon used with one hand, dealing 1d8 bludgeoning damage, or 1d10 when wielded with two hands.
- 5×JavelinSimple thrown weapons, each dealing 1d6 piercing damage and having a normal range of 30 feet.
Armor
- Chain mailHeavy metal armor consisting of interlocking rings, providing AC 16 before Dexterity, shield, and other bonuses.
- ShieldA shield bearing the broken-chain symbol of Ilmater, granting a +2 bonus to AC.
Tools
- Smith's toolsTools for shaping, repairing, and testing worked metal.
- Mason's toolsTools for measuring, cutting, and fitting stonework.
Gear
- Priest's packA pack containing a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Holy symbolA small divine emblem of Ilmater, depicting a broken chain and open hands.
- Prayer bookA prayer book containing hymns, teachings, and meditations dedicated to Ilmater.
- 5×IncenseSmall sticks of incense used in temple rites and funerary prayers.
- VestmentsCeremonial clothing worn during worship and sacred observances.
- Common clothesPlain clothing for travel and daily use.
- PouchA small purse containing Thrain's remaining starting funds.
Purse
- 15×Gold piecesStarting currency provided by the acolyte background.
Appearance
Thrain is a broad, muscular hill dwarf with dark brown skin, deep brown eyes, and a solemn, weathered face marked by faint scars. His long black beard is divided into several braids, each decorated with silver rings engraved with the names of fallen companions. He wears heavy, worn chain mail beneath battered armor plates engraved with chains and open hands, the sacred symbols of Ilmater. A tattered gray cloak hangs from his shoulders, and a broken-chain holy symbol rests at his chest. He carries a warhammer and a sturdy shield, both scarred from years of protecting others.
Mannerisms
Thrain speaks softly and carefully, pausing before difficult answers as though weighing each word on a scale. He touches the broken-chain holy symbol at his chest whenever someone mentions death, and he recites the names of his fallen companions before sleeping. In tense negotiations, he places his shield on the ground between both sides, symbolically setting aside the means of violence.
Personality
Thrain is deeply introspective, speaks softly and carefully, and shows compassion even toward those who have caused harm. He prefers mediation, patient listening, and practical aid over displays of authority. Beneath his calm demeanor lies a constant fear that he will once again hesitate when someone needs him most.
Ideals
Redemption is possible for all, even those who have done great wrong. Violence is a last resort, never the first answer.
Bonds
The memory of my fallen companions drives me. I will not fail others again, and I carry their names in the silver rings woven through my beard.
Flaws
Thrain blames himself for the deaths of his companions and struggles to forgive himself for surviving. He is compassionate to a fault, sometimes risking his own life or allowing dangerous enemies too many chances to change. When a child is hurt, especially during an escape, his judgment can falter and old terror can seize him.
Quirks
Background
Thrain Stonepenitent was once a hopeful young warrior who believed courage meant standing firm when danger came. His certainty ended in the Crimson Hollow, where the adventuring party he had joined was caught in a catastrophic ambush. One by one, his companions sacrificed themselves to buy him the moments needed to escape. Thrain survived, but he has never accepted survival as a gift. To him, it is a debt that grows heavier with every passing year. He returned to the surface and sought refuge in a temple of Ilmater, where the suffering god's priests taught him that pain need not be meaningless. Thrain eventually took the Oath of Redemption, vowing to prevent violence whenever possible and to offer even the wicked a path away from cruelty. He later stopped a war between two mining clans by exposing a demon's influence and forging a fragile peace. In another village, he helped free captives from slavers, but froze when a child was injured during the escape. That moment remains one of his deepest wounds. Now he wanders from conflict to conflict, offering aid, mediation, and protection, determined to save enough lives that his companions' sacrifice will not have been in vain.
“His certainty ended in the Crimson Hollow, where the adventuring party he had joined was caught in a catastrophic ambush.”
- Background
- Acolyte
Connections
Species
Hill Dwarf
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