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test - AI-generated fantasy Character

test

Human · Paladin (Oath of Vengeance) · Level 15 · Soldier

test

Test is controlled, formal, and relentlessly observant.
AC18
HP152/152
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 152 · 30 ft.
AlignmentLawful EvilGenderMaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionCHA
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set,
Vehicles, land

Languages

Common

Features

33 features

Action

  • Extra AttackLevel 4

    When When taking the Attack action

    Make two weapon attacks with the Attack action.

  • Cleansing TouchLevel 12

    When When a spell should be removed

    Use Cleansing Touch to end one spell affecting himself or a willing creature he touches.

  • Lay on HandsLevel 1

    As an action, you can open your awareness to detect celestials, fiends, and undead within 60 feet until the end of your next turn. You can use this feature a number of times equal to 1 plus your Charisma modifier, regaining all uses after a long rest.

  • Fighting StyleLevel 1

    You possess a healing pool that restores a total number of hit points equal to five times your paladin level. As an action, you can touch a creature and restore hit points from this pool, or expend 5 hit points to cure one disease or neutralize one poison.

  • Aura of ProtectionLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Oath of Vengeance: Soul of VengeanceLevel 14

    You can use your action to end one spell on yourself or on one willing creature you touch. You can use this feature a number of times equal to your Charisma modifier, regaining all uses after a long rest.

Bonus action

  • Vow of Enmity

    When Against a chosen enemy

    Use a bonus action to gain advantage on attack rolls against one creature within 10 feet for 1 minute.

  • Ability Score ImprovementLevel 3

    You can use Abjure Enemy as an action to frighten one creature and reduce its speed to 0, or use Vow of Enmity as a bonus action to gain advantage on attack rolls against one creature within 10 feet for 1 minute. You regain the use of Channel Divinity after a short or long rest.

Reaction

  • Soul of Vengeance

    When When the sworn enemy makes an attack

    Use a reaction to make a melee weapon attack against a creature affected by Vow of Enmity when it makes an attack.

  • Ability Score ImprovementLevel 15

    When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Always on

  • Divine SmiteLevel 2

    When When he hits with a melee weapon attack

    After hitting with a melee weapon attack, expend a spell slot to deal radiant damage, adding 1d8 against undead or fiends.

  • Divine SenseLevel 1

    You have proficiency with all armor, shields, simple weapons, and martial weapons.

  • SpellcastingLevel 2

    You adopt the Defense fighting style. While wearing armor, you gain a +1 bonus to AC.

  • Divine HealthLevel 2

    When you hit a creature with a melee weapon attack, you can expend a spell slot to deal radiant damage in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level above 1st, to a maximum of 5d8, with an additional 1d8 against undead or fiends.

  • Sacred OathLevel 3

    You are immune to disease.

  • Oath of Vengeance: Oath SpellsLevel 3

    You swear the Oath of Vengeance and gain its oath features and oath spells.

  • Oath of Vengeance: Channel DivinityLevel 3

    You always have bane and hunter's mark prepared at 3rd level, hold person and misty step prepared at 5th level, haste and protection from energy prepared at 9th level, banishment and dimension door prepared at 13th level, and hold monster and scrying prepared at 17th level.

  • Relentless AvengerLevel 6

    Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus equal to your Charisma modifier, provided you are conscious.

  • Ability Score ImprovementLevel 7

    When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement does not provoke opportunity attacks from the target.

  • Aura of CourageLevel 8

    You increase your Strength by 2, raising it from 16 to 18.

  • Improved Divine SmiteLevel 10

    You and friendly creatures within 10 feet of you cannot be frightened while you are conscious.

  • Ability Score ImprovementLevel 11

    Whenever you hit a creature with a melee weapon attack, the target takes an extra 1d8 radiant damage.

  • Aura ImprovementsLevel 15

    You increase your Constitution by 2, raising it from 14 to 16.

  • Ability Score ImprovementLevel 18

    The range of your Aura of Protection and Aura of Courage increases to 30 feet.

  • Ability Score ImprovementLevel 19

    You gain another ability score improvement at this level, but this character has not reached level 19.

  • Ability Score ImprovementLevel 20

    You gain another ability score improvement at this level, but this character has not reached level 20.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment, allowing any alignment.
  • SizeHumanHumans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language of your choice.
  • Military RankSoldier

    You retain your military rank and can invoke your authority among soldiers and veterans of your former organization. They recognize your service, obey your orders when appropriate, and may provide access to military camps, fortresses, and basic support, subject to the judgment of the Dungeon Master.

Spells

14 spells

Spellcasting. test 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 (2 slots): ,

5th level (1 slot): ,

Gear

11 items

Weapons

  • Longsword
    A martial one-handed weapon used by the character as his primary weapon.
  • Light crossbow
    A light crossbow with 20 bolts, taken as the soldier's ranged weapon.

Armor

  • Chain mail
    Blackened steel armor bearing the marks of repeated campaigns. Armor Class 16.
  • Shield
    A sturdy steel shield painted with a crimson regiment emblem. Grants +2 AC.

Gear

  • Dungeoneer's pack
    A military pack containing a blanket, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Insignia of rank
    A uniform from his former military organization, including insignia that identify his rank.
  • Trophy from a fallen enemy
    A fallen enemy's broken blade, kept as a reminder of the cost of disobedience.
  • Bone dice set
    A set of bone dice used to pass time during long marches and to judge the morale of subordinates.
  • Common clothes
    A common set of travel clothes.
  • Pouch
    A purse containing the soldier's remaining personal funds.

Purse

  • 10×
    Gold pieces
    Starting wealth from the Soldier background.

Appearance

A broad-shouldered human man with a disciplined military bearing, close-cropped dark hair, and a neatly maintained square beard. His armor is polished more carefully than necessary, with blackened steel plates and a crimson cloak bearing the insignia of a disgraced regiment. He has strong, even teeth and a prominent jaw, which become noticeable whenever he smiles without warmth. His eyes are steady and appraising, and he stands perfectly still when others fidget.

Mannerisms

He addresses nearly everyone by rank, profession, or presumed station instead of by name. Before issuing an order, he briefly straightens the fingers of his gauntleted hand. He smiles with his mouth closed when pleased and shows his teeth only when he intends to intimidate someone.

Personality

Test is controlled, formal, and relentlessly observant. He speaks in a quiet voice that makes people lean closer, then uses their attention to make them feel as though they are already under examination. He is patient with discipline, efficient with violence, and almost courteous toward enemies who admit defeat. He prefers clear orders to conversation, but he remembers every useful detail about the people around him.

Ideals

Order. Freedom without structure is merely the right of the strongest to prey upon the weak. A rigid hierarchy, enforced without hesitation, is the closest thing to peace that most people deserve.

Bonds

The surviving members of his old company are his property in his mind, and he will protect, command, or control them as circumstances require. He is determined to find the officers who sacrificed his unit and force them to answer publicly for their cowardice.

Flaws

He believes compassion is usually weakness disguised as virtue. Once he has judged someone guilty, he searches for evidence to confirm the verdict rather than reconsidering it. He cannot tolerate public defiance from subordinates, and he would rather punish an innocent person harshly than allow a guilty person to escape because of procedural uncertainty.

Quirks

He keeps written lists of every promise made in his presence.
He silently counts footsteps when entering an unfamiliar building.
He cleans his shield before cleaning his sword.
He offers defeated enemies water before questioning them.
He refuses to sit with his back to a door.

Background

Test was born to a respectable human family that valued obedience above affection. He entered the army young, first as a camp guard and later as an officer who excelled at turning frightened recruits into a functioning unit. He was never beloved, but he was trusted to hold a line, enforce an order, and make difficult decisions without hesitation. During a disastrous campaign, his commanding officers abandoned an entire company to preserve their own reputations. Test survived, and he learned a lesson that shaped the rest of his life: laws are useful, but authority is the only force that makes people obey them. He found his calling in the service of a harsh god of judgment, swearing an oath not to protect the innocent, but to punish disorder wherever it threatened the hierarchy he believed necessary. As an Oath of Vengeance paladin, he hunts deserters, oathbreakers, corrupt officers, and anyone who undermines an established chain of command. His lawful evil nature is expressed through cold efficiency rather than chaos. Test genuinely believes that cruelty, properly controlled and directed, prevents greater suffering. He now travels as both soldier and inquisitor, gathering influence, favors, and leverage until he can build the perfectly ordered society he imagines, one where no superior can ever abandon his people without consequence.

“He entered the army young, first as a camp guard and later as an officer who excelled at turning frightened recruits into a functioning unit.”
From their backstory
Background
Soldier

Connections

Species

Human

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