Charles Von Lu'Garth

Sister: Julie Von Lu'Garth

Sister: Julia Von Lu'Garth

Uncle: Risto II Von Lu'Garth

Girlfriend: Hato Silvrbreez

## ***Weapons of Choice:***

* Aetherium Greataxe- a Greataxe infused with Aetherium made by the Crystals Elves
* Herald's Call - a Flaming Greataxe used by the Herald of Fire of the Cult of Heralds Chalres took this as a Trophy

## ***Powers and Abilities:***

### ***Feats and Boons:***

**Tough (Level 4):** *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*

**Sentinel:** *You have mastered techniques to take advantage*

*of every drop in any enemy's guard, gaining the*

*following benefits:*

*• When you hit a creature with an opportunity attack,*

*the creature's speed becomes 0 for the rest of the turn.*

*Creatures provoke opportunity attacks from you even*

*if they take the Disengage action before leaving your*

*reach.*

*• When a creature within 5 feet of you makes an attack*

*against a target other than you (and that target doesn't*

*have this feat), you can use your reaction to make a*

*melee weapon attack against the attacking creature.*

**Inspiring Leader:** *You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.*

**Boon of Fortitude:** *Your hit point maximum increases by 40.*

### ***Paladin Class Features:***

**Level 1:**

* *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.

**Level 2:**

* *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.
* Fighting Style (Great Weapon Fighting): 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.

**Level 3**

* *Divine Health:* By 3rd level, the divine magic flowing through you makes you immune to disease.
* *Channel Divinity: 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.

**Level 4:**

* *Martial Versatility:* Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

**Level 5:**

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

**Level 6:**

* *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.

**Level 10:**

* *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.

### ***Paladin Subclass Features:***

**Level 3:**

* *Tenents of Conquest:* A paladin who takes this oath has the tenets of conquest seared on the upper arm. ***Douse the Flame of Hope.*** It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. ***Rule with an Iron Fist.*** Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. ***Strength Above All.*** You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
* *Oath Spells:* You gain oath spells at the paladin levels listed.

Oath of Conquest Spells
 5th
 9th
 13th
 17th

* *Channel Divinity: Conquering Presence:* You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

* *Channel Divinity: Guided Strike:* You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

**Level 7:**

* *Aura of Conquest:* Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.