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Bradley Lee Chadley

Quick Facts!

Age: 22, Birthday: 5/17, race:satyr, pronouns: she/her, as of recently

Class & Level: Paladin 8, Barbarian 5

Strength

18

+4

Dexterity

13

+1

Constitution

14

+2

Intelligence

7

-2

Wisdom

8

-1

Charisma

18

+4

SAVING THROWS

○ Strength: +4

○ Dexterity: +1

○ Constitution +2

○ Intelligence: -2

● Wisdom: +4

● Charisma +9

SKILLS

○ Acrobatics: +1

○ Insight: -1

● Performance: +9

○ Animal Handling: -1

● Intimidation +9

○ Persuasion: +4

○ Arcana: -2

○ Investigation: -2

○ Religion: -2

● Athletics +9

○ Medicine: -1

● Sleight of Hand: +6

○ Deception: +4

○ Nature: -2

○ Stealth: +1

○ History: -2

○ Perception: -1

○ Survival: -1

Armor Class

16

Initative

+1

Speed

70

stats

Features

Satyr

Ram

You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Magic Resistance

You have advantage on saving throws against spells.

Mirthful Leaps

Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler

As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice (Lyre).

Paladin [8]

Divine Sense [1]

(Action) Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands [1]

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Great Weapon Fighting [2]

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Divine Smite [2]

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health [3]

By 3rd level, the divine magic flowing through you makes you immune to disease.

Peerless Athlete [3]

As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). Channel Divinity can be used once per long or short rest.

Inspiring Smite [3]

Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. Channel Divinity can be used once per long or short rest.

Extra Attack [5]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection [6]

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Alacrity [7]

At 7th level, you emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

Barbarian [5]

Rage [1]

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

When you reach 18th level in this class, the range of the aura increases to 10 feet.

LORE!

Bradley is a 22 year old chital deer satyr who's, unfortunately, been tasked with saving the world. Bradley's story began with getting expelled from her fraternity (Alpha Alpha Alpha a religious fraternity focused on the god of courage, Chadius) and her college, the University of Bagavon. After a drinking binge of a still undetermined period of time, she found herself in the back of a hay cart headed straight back to Bagburg, with her future party companion Piant, in tow.

Gallery :)

Relationships

Piant

description

Pax

description