Valoris

Valoris, the enigmatic dark sorcadin

“
*A wise man draws his sword when the time is right to wield it. A fool dies with blades still sheathed, fearing that there might yet come a time of greater need.*
”
— Valoris
**Valoris** is a Human Paladin and Sorcerer adventurer currently participating in Runeblade.

## Description

### Appearance

Valoris is a pale human with long dark hair and a well kept black beard. His eyes are a smokey blackish grey and seem to have what appears like shadows moving inside, He stands tall at 5'11 ft. A cold air seems to always surround him and he is icy cold to the touch. He wears a set of full plate armor and a cloak given to him by his father Jaqen Valoris.

### Personality

Valoris has a cold personality, mostly due to his lack of trust in others. Yet he is extremely loyal to those he deems worthy. He may seem brooding, unempathetic, disdainful, and cold, and in a sense he is, but he is so much more. Yet only a few individuals get to know that side of the man of shadows.

## Biography

### Background

Xander Valoris was born in [REDACTED]. Son to Jaqen and Eladriel Valoris, he was raised in a fancy estate and was well educated from a young age. The Valoris family comes from a lineage of great sorcerers that traces back to The Raven Queen herself. Originally from the Shadowfell, the Valoris family eventually came to Vear, where they settled as diplomats. Valoris was not aware of his lineage, but deep inside he posseses the power of the shadows.

On a fateful day, Valoris was returning from his studies in the academy, when he suddenly realized his home was on fire. He ran as fast as he could to see if his family was alright, but all that was left was a magically protected note among the ashes. The messege on the note read "The brightest flame casts the darkest shadow. Seek the shadow to find answers.". Distraught by the loss of his parents, he found solace in the teachings of the church. He joined the paladins and hoped for a "brighter" future, to seek the shadows.

## Character Information

### **Abilities**

* **War Caster:** You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
	+ You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
	+ You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
	+ When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
* **Divine Smite:** 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:** The divine magic flowing through you makes you immune to disease.

* **Channel Divinity:** You gain the following two Channel Divinity options:
	+ *Control Undead:* As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
	+ *Dreadful Aspect:* As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

* **Harness Divine Power:** You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

* **Fighting Style - Defense:** While you are wearing armor, you gain a +1 bonus to AC.

* **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 x 5. (15)
	+ 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.

* **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.

* **Eyes of the Dark:** You have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the *darkness* spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

* **Strength of the Grave:** Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

**Belongings**