Edrin Vale
Edrin Vale
Sheet
AC 18 · HP 24 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- PersuasionCHA
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
14 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Always on
- Divine SenseLevel 1
When Action
You can sense celestials, fiends, and undead within 60 feet of you, and detect consecrated or desecrated places and objects nearby.
- Lay on HandsLevel 1
When Action
You can touch a creature and restore hit points from your healing pool, or cure a disease or poison.
- Sacred Weapon
When Action
Your weapon glows with divine force until the end of your next turn, adding radiant damage and bright light.
- Turn the Unholy
When Action
Celestials, fiends, and undead within 30 feet that can hear you must make a Wisdom saving throw or be turned.
- Fighting Style, DuelingLevel 2
You chose a fighting style that shapes your martial training. This paladin fights with a shield and weapon, relying on defense and steady protection in battle.
- SpellcastingLevel 2
You can cast paladin spells. You prepare a number of paladin spells equal to your Charisma modifier plus half your paladin level, rounded down. You have access to 1st-level and 2nd-level spell slots as a 5th-level paladin.
- Divine SmiteLevel 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.
- Divine HealthLevel 3
Your body is suffused with divine power, granting immunity to disease.
- Sacred OathLevel 3
You swore the Oath of Devotion, dedicating yourself to honesty, courage, compassion, honor, and duty.
- Channel DivinityLevel 3
You can use Channel Divinity once per short or long rest. Sacred Weapon imbues your weapon with divine light, and Turn the Unholy forces fiends and undead to flee or be destroyed.
- Ability Score IncreaseHumanYour ability scores each increase by 1.
- LanguagesHumanYou can speak, read, and write Common.
- Rustic HospitalityFolk Hero
You can find a place to hide, rest, or recover among common folk, who will shelter and assist you as long as they can do so without risking their own lives.
Spells
7 spellsSpellcasting. Edrin Vale casts with Charisma (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (2 slots): ,
Gear
7 itemsWeapons
- LongswordA martial weapon chosen for reliable battlefield use.
- 5×JavelinThrown spears carried for ranged skirmishing and hunting.
Armor
- Chain MailA suit of chain mail armor worn over travel clothes.
- ShieldA sturdy steel shield emblazoned with a simple rural holy symbol.
Tools
- Woodcarver's ToolsA set of artisan's tools inherited from their humble upbringing and village work.
Gear
- Holy SymbolA holy symbol worn openly as a sign of devotion.
- Priest's PackA pack of common supplies for travel, shelter, and provisions.
Appearance
A broad-shouldered human with sun-browned skin, a clean but well-mended chain shirt worn beneath a weathered tabard, and a polished steel shield marked with a simple wheat-sheaf sigil. Their hair is kept short for practicality, with a single braided lock tied in a village ribbon. They look more like a dependable farm captain than a grand knight, but there is an unmistakable steadiness in their stance and a warm, watchful light in their eyes.
Mannerisms
Speaks plainly and with a farmer’s patience, often pausing to choose the simplest honest word. Before entering danger, he touches the holy symbol at his throat and glances once at the nearest exit, as if still counting heads in a village crowd. He unconsciously stands between children, strangers, and any obvious threat.
Personality
Patient, earnest, and quietly intimidating when someone threatens the weak. He listens more than he speaks, but when he does speak, there is no ornament in it, only conviction. He values practical kindness, a hot meal, repaired tools, and people who keep their promises.
Ideals
Duty. Power is only noble when it is used to shield the helpless and keep faith with the people who cannot protect themselves.
Bonds
A tiny hamlet in the countryside once fed and sheltered them when they were nearly broken by hardship. They will defend that place, and the ordinary people like it, with their last breath. They also carry a simple wooden token carved by their first mentor in faith, and they never let it leave their person.
Flaws
They are too quick to take responsibility for everyone’s safety, even when it makes them reckless or stubborn. They find it difficult to trust elegant promises from nobles or priests who have never tilled a field. When angered by cruelty, they can become frighteningly severe, as if mercy must always be earned twice over.
Quirks
Background
Before the oaths and the steel, there was a field of barley that stretched to the horizon and a village that expected little from its children except honest labor. This human was one of those children, raised to mend fences, guide oxen, and listen closely when elders spoke of bandits, floods, and the small cruelties that can hollow out a community. When raiders came to take grain from the poor after a lean harvest, they were the one who stood in the lane with a borrowed pitchfork and a mouth full of righteous anger. They were not the strongest person there, but they were the one who would not step aside. That stubborn courage made them a local legend long before any priest or knight laid a hand on their shoulder.
“They were not the strongest person there, but they were the one who would not step aside.”
- Background
- Folk Hero
Connections
Species
Human
Media
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