Once you've got your characters all set up, we can use this thread to get everything finalized. Go ahead and add your characters in the Characters Thread for the campaign.
"You're right, we'll find her, or a better lead." Thokk says, looking around at the forest and adjusting his swords in their scabbards. The woods look calm, but they always do before something untoward happens and Thokk is very aware that there are only two of them now. To stop himself fretting Thokk does what he does best; he begins to put together a little bit of verse for his upcoming ballad.
A likely lass of little fame,
From a town way out yonder,
Though all would come to know her name,
Back then she had to wander.
From town to town with shield strapped,
A motley posse at her back,
Talents so far barely tapped,
She showed the bandits what they lack
Thokk thinks as they walk "..what they lack. So lack should be on a strong chord, but then what?" he mutters as they walk, then realises he is tracing notes in the air with his fingers and speaking out loud. "Oh, sorry. Don't you think these woods are a little too quiet?" he quickly tries to change the topic from his composing.
Iris kept walking. It was all she could do right now. Move forward, towards her goal. Thokk's quiet singing faded away into the background as she walked and she once again began to dwell on Lily's kidnapping. Iris had longed for a life of adventure. Had the Martyr seen fit to answer her prayers in such a cruel fashion? No, she would not let this shake her faith. Still, the guilt washed over her in waves. She had wanted to be a hero, but now she just wanted Lily back.
After a moment, she realized Thokk was speaking to her. She stopped and looked at him as it took her mind a moment to regroup and recover the question from wherever it had been instantly stowed. "Oh, huh? Quiet?" She looked around as if suddenly noticing their surroundings for a moment, then shrugged. "Papa always says the best way to avoid seeing a bear is to make sure you didn't surprise one."
She slapped at her chain mail with a metallic jangling. "I figure with me announcing myself like this, most of the critters and the like will have gone to ground. As for the rest, there isn't much call for people passing this way. Most of the people-type traffic would be coming in along the main road." She gestured vaguely off to the right. "But I'm taking us down a side track, see? Finding bandits is the goal, but I'd rather find them than be found by, if you catch my drift."
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Fighting Style: Duelist , 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 Smite , The divine magic flowing through you makes you immune to diseaseDivine Health
Paladin: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. 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.Divine Sense [ ][ ][ ] Your blessed touch can heal wounds. 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 × 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.Lay on Hands 15/15
Oath of Devotion: When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.Channel Divinity [ ]
- As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.Sacred Weapon
- As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn the Unholy
"Side tracks make sense, we've used them before, but I mostly just follow along until things get interesting or rough." he says with a companionable smile "I hope that you're right and it is your armour scaring off the local fauna, I'd hate to be walking into another ambush." the big half-orc rubs the back of his neck with a thick, but well-manicured hand. He thinks for a moment about bears They've never really been a problem for me, I mean I've seen one once or twice, but as animals go they generally keep to themselves as far as I can tell. for a moment more he muses on bears then asks the obvious question. "Did your father have much to do with bears?"
Moving through the woods searching for bandits was not paying off very well when one morning Thokk and Iris found a cave entrance. Emerging from that cave was a dark skinned halfling, a half-orc who appeared dressed for battle, a heavily armored dark haired woman, the largest female half-orc either had ever seen dressed in skins, a small female human child and an elf dressed in cloth. They weren't dressed like Greensleeves but who would be in a cave in the Evenwold other than bandits?