Olivia Fig Newton John

**Olivia Fig Newton John** is a member of the Oath of the Ancients paladin order and worships Azuth. She served along with Vladimir Pudding, joining the Acquaintances With Weapons after her faith brother's betrayal. She fights along AWW to rectify Vlad's wrongs and bring honor back to their order

After killing Szass Tam, Olivia opened up a temple where she trains women to be warriors. The highest rank her students can reach is Vulveeta.

## Magical Prowess

As an Aasimar, Olivia can unlock the holiness in herself to create angelic wings.

Olivia is a highly trained paladin. Her faith in Azuth allows her to imbue her weapons with righteous magic that often enacts devastating effects on her enemies like binding them or burning them with radiant damage. She's very competent with healing magic but tends to heal herself before healing others as she often at the vanguard of the fight. Her very presence can offer protective auras to herself and her friends.

## Magical Equipment

* Sun blade
	+ It's enchanted with a fire gem, dealing an additional 1d6 fire damage
* Blazing long bow
	+ The arrows launched with this bow deal an additional 1d8 fire damage
* Ring of feet
	+ The wear of this ring's feet grow several sizes. Their walking speed increased by 5 ft
* Chain of Command
	+ The attack roll equals strength or dexterity modifier + proficiency
	+ The chain deals 1d8 + strength or dexterity modifier bludgeoning damage and has a reach of 10ft.
	+ Up to three times per day, a successful hit also casts Command on the targeted creature.
* Hair Whip Extension
	+ *Melee Weapon Attack:* (Dexterity + Proficiency) to hit, reach 10 ft., one target. *Hit:* 1d8 + Dex slashing damage and 1d4 piercing damage. A creature hit by this attack must make a DC 17 Dexterity saving throw or be restrained by Olivia's hair. A restrained creature can use its action to attempt to break free with a DC 17 Strength or Dexterity check.
* Burn Book
	+ The holder of this book can cast the following spells once per long rest.
	+ **Plastic Crown of Madness:** One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration (1 minute). While the target is charmed in this way, a plastic tiara appears on its head. As a bonus action, you can command the charmed target to make melee or melee ranged attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. The target can make a Wisdom saving throw at the end of each of its turns or when it is injured. On a success, the spell ends. You can only control one target at a time.
	+ **Passive Aggressive Mockery:** You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 3d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
	+ **Boo, You Whore:** One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened by you for the duration (1 minute). While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
	+ **Awesome Face Punch:** A phantasmal fist wearing heavy rings springs out of the ether and punches a creature within range (60 feet). Make a ranged spell attack against the target. On a hit, the target takes 2d10 force damage.
* Golden fister
	+ D20 and Proficiency + strength to hit
	+ Deals 1d6 bludgeoning damage and 1d8 fire damage
* Tiamat Talon Blade
	+ Non-evil creatures must succeed a DC25 Charisma saving throw every time they swing this longsword. If they fail, they take 3d6 psychic damage.
	+ The longsword does 1d8 or 1d10 (depending on using one or two hands to hold) slashing damage.
	+ Critical hits become 18, 19, and 20.
	+ +3 to attack and damage rolls.
	+ As a bonus action, you can cause the dragon head on the cross guard to cover the blade in fire, ice, poison, lightning, or acid. The sword does an additional 2d8 of the specified type. A non-evil creature who uses this sword automatically takes the same elemental damage they dealt.
* Tiamat Scale Armor
	+ Any non-evil aligned creature wearing this armor suffers 3d8 psychic damage damage at the beginning of their turn.
	+ The armor provides 20 AC.
	+ The wearer has disadvantage on stealth checks.
	+ As a bonus action, the wearer can activate a fire, ice, poison, lightning, or acid aura on the armor. This makes them resistant to that type of damage.
* Sending stone earrings and bracelet
	+ These communication magic items allow the user to covertly speak with other members of their team as long as they're on the same plane of existence.