1. Characters

Malcolm Barovich Jardeth

Background: Soldier / Noble / Folk Hero
Class: Paladin (Oath of Devotion)
Species: Human (Illuskan)
Born: 1474 DR
Patron Deity: Helm

Malcolm Jardeth was an illuskan human and paladin from Waterdeep. Like many of his family, Malcolm traveled to Velen (Toril-2) and was trained in the home of the Stalwarts, where he was knighted as one of the Champions Vigilant and Vigilant Eyes of the God. After returning to Waterdeep, he used his trust fund to purchase Trollskull Manor and fund an armed expedition to Southkrypt Garden (Toril-2), where they fought against hobgolblins and monsters, and ultimately drove out Morg (Toril-2), a vampiric hill giant shaman. He struck a deal with his uncle, Koris Jardeth (Toril-2), where the Jardeth family would become the owners of Southkrypt Garden and its resources, as long as Malcolm received 10% of all silver and other resources mined. He used the income from the mine to open a smithery in Waterdeep called Blade’s Edge, where he hired the best smiths he could find to begin crafting a new steel alloy called Jardeth Steel, which he would use to make swords that would only be sold to certain organizations such as the Waterdeep Guard (Toril-2) and the Waterdeep Watch (Toril-2). He also gave weapons made of Jardeth Steel to certain members of the Jardeth family and knightly orders like the Champion’s Vigilant. He renamed Trollskull Manor as Barovich Manor and opened a cafe within called Tranquil Rest.

Personality Traits: He was always polite and respectful. He could stare down a hell hound without flinching. Despite his noble birth, he did not place himself above other folk. If someone was in trouble, he was always ready to lend help. He was confident in his own abilities and did what he could to instill confidence in others.
Ideals: He felt like he had to prove that he could handle himself without the coddling of his family. Tyrants must not be allowed to oppress the people.
Bonds: Someone saved his life on the battlefield, so he would never leave a friend behind. His honor was his life. He fought for those who could not fight for themselves.
Flaws: He made a terrible mistake in battle that cost many lives – and he would do anything to keep that mistake secret.

Dimensional Variants: Malcolm Barovich (Drokhan-X), St. Malcolm, Malkorum

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D&D 5e Features

Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

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 x 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.

Fighting Style

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

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.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

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.


Oath of Devotion Spells


Paladin Level

Spells

3rdProtection from Evil and Good, Sanctuary
5thLesser Restoration, Zone of Truth
9thBeacon of Hope, Dispel Magic
13thFreedom of Movement, Guardian of Faith
17thCommune, Flame Strike


Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. 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.

Turn the Unholy. 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.