Ulfgar

## Rules Information

* 5e

**Ulfgar** is a Level 20 Mountain Dwarf Redemption Paladin.

### Childhood

Ulfgar was born to a wealthy family of Dwarves in Stavenberg. He quickly learned that family, respect, beards, and keeping an oath were the most important things in Dwarf society. He was quickly taught the history of his Clan. Clan Gorunn grew wealthy through their knowledge on producing and imbuing weapons and armor with runes. This knowledge was taught to Thorek Gorunn by Moradin through a vision. Because a single rune crafted item often takes multiple decades to a century to produce, they are rare items only held by the most prominent Dwarf Chiefs. The Clan guards this knowledge with utmost vigilance to prevent it from falling into any outsiders hands. Clan Gorunn's family heirloom is Thorek's Runic Warhammer, which was his most powerful piece, and it was past on to each Clan Gorunn Chief throughout the generations. The Clan Chief would lead the Clan's warriors into battle wielding the ancestral weapon at the front of the battle line to devastating effect. He also had an interest in trains and spent many years learning about and working on them.

### Life as a Noble

Ulfgar, along with his kinsman who were of age began learning the trade of his clan and trained for war under the current Chief Belegar Gorunn. He became proficient with various tools, weapons, and armor throughout this intense training. Once he was ready he joined the ranks of his Clan's Throng, which is a smaller section of the army lead by the Clan's Chief. During an expedition into the underdark to push back the Goblins, who were threatening a Stavenberg Stronghold, Fredgar Whitehelm tasked Clan Gorunn's Throng with holding a narrow pass while the rest of the army deployed to the Goblin's flanks by using secret tunnels to maneuver quickly. After the army was able to form up, they would begin firing and laying waste to the Goblin horde, and the sudden burst of fire from every direction would cause a mass route of the Goblins. However, the Throng was surprised when the approaching force was made up of the Drow and their war beasts, not the Goblins the scouts initially reported. Once Fredgar learned of this increased threat he decided to pull the army back to a more defensive position instead of aiding Clan Gorunn through the flanking maneuver. Even with the army pulling back, the Throng of Clan Gorunn held their place because no orders came for them to withdraw like the rest of the army. Their honor and oath's of loyalty kept them in place and ready to give the army time to retreat to a more favorable position. As the Drow approached, the first few volleys managed to slay some of the war beasts and Drow, but there were too many to hold back. With a warcry, Belegar led the Throng and Ulfgar in a desperate charge to buy more time for the army. As Ulfgar and the Dwarves around him collided with the Drow battle line, a war beast plowed into the Dwarf force, knocking Dwarves back with its massive charge. Ulfgar was quickly buried and knocked out after several of his kinsman's broken bodies collided with him after the beast's charge. Several hours later, the main Dwarf army had managed to push back the Drow force, and the medics and clerics began searching through the bodies of Clan Gorunn for survivors. Once Ulfgar was awoken, the few Clan Gorunn survivors informed him that most of the clan had been slaughtered and Belegar and the Clan's ancestral Warhammer had been lost in the fighting. Filled with rage upon hearing the news, Ulfgar ran over to Fredgar's command tent and challenged him to a duel because no true Dwarf would idly sit by as their kin were being slaughtered. Due to Fredgar being a superior fighter and Ulfgar being both wounded and exhausted from battle, Ulfgar was swiftly defeated and forced to shave his beard. After this great shame, Ulfgar fled Stavenberg and swore an oath of conquest to right the wrongs done to his clan and gain the necessary power to defeat Fredgar in a duel at a mountain shrine to Moradin. Once he swore his Oath, by the power of Moradin it became seared into Ulfgar's back to ensure he would never forget his Oath. After years of travel, allowing his beard to grow back to a moderate length by Dwarf standards, he met Iago, who Ulfgar believed would be a necessary companion on his journey.

### Grudges

Active

Romulus

Keldar

Goblins (except Warhelm)

Drow

Clan Ramcrown's Mage

Rurmek Undershield

Provost Henselijn

Fredgar Whitehelm

Diero

Grita

Bohemian Circle

Werewolf Village

Gradius

Broken

~~Moradius~~

~~Numitor~~

~~Mordrid/Morvan~~

~~Gwyndyn~~

~~Dankul Ramcrown~~

~~Logarius~~

~~Christophers~~

~~Godwyn~~

~~Edrick Battleheart~~

~~Ingra~~

~~Baldur~~

~~Cart Dwarf~~

~~Tuderick~~

### Equipment

* **Head:** Crown of the Dwarf-Father
* **Amulet:**
* **Cloak:** Cape of the Mountebank
* **Armor:** Armor of the Lawbringer
* **Hands:** Mjulhand and The Bulwark of Order
* **Ring 1:** Signet Ring
* **Ring 2:**
* **Belt:** Belt of Dwarvenkind**,** Coin Purse, Drinking horn, Water Skin, book of grudges
* **Boots:**
* **Inventory:** (In Backpack) , Key to Mayors Safe, Blanket, 10 Candles, Tinder Box, Alms Box, Block of Incense, Censor, Vestments, 11 Days of Rations, Fine Clothes, 3 Nerve Potions, Spare Parts for Repair, Warhammer of Uncertainty

### Magic Items

* **Mjulhand**

* **Krogenchaft**

* **Crown of the Dwarf-Father**

* **Cape of the Mountebank.**

This cape smells faintly of Brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

### Money

* **Gold:** 1164 pieces.
* **Silver:** 2 pieces.
* **Copper:** 13 pieces.

## Stats

### Ability Scores

 **INT:** 10 (0) | **WIS:** 10 (0) | **CHA:** 18 (+4)

### Saves and Skills

* **Saves:** WIS, CHA.
* **Skills:** Athletics, History, Religion, Intimidation, Persuasion.

### Proficiencies

* **Proficiencies:** Smith’s Tools, Mason’s Tools, Brewer’s Tools.
* **Weapons:** All.
* **Armor:** All.
* **Languages:** Common, Dwarvish.

### Paladin Abilities

* **Divine Sense**

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.

* **Lay on Hands**

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.

* **Divine Smite**

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**

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

* **Extra Attack**

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

* **Aura of Protection**

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 Courage**

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

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

* **Improved Divine Smite**

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

* **Cleansing Touch**

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

* **Channel Divinity**

**Emissary of Peace.** You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

**Rebuke the Violent.** You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

* **Aura of Warding**

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

* **Protective Spirit**

Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

* **Invincible Conqueror**

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

• You have resistance to all damage.

• When you take the Attack action on your turn, you can make one additional attack as part of that action.

• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

### Other Stats

* **AC:** 25
* **Initiative:** 0
* **Speed:** 25
* **HP Max:** 284
* **Tough**: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
* **Mounted Combatant**: You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and half damage if it fails.
* **Defense Fighting Style.** While you are wearing armor, you gain a +1 bonus to AC.