RIDDER JOOST VANDERBRUUK
(“Sir Just from a Flood Plain”)
RACE/ANCESTRY/HERITAGE: Human (Oeridian/Suel)
HOMELAND: The Shield Lands of Oerth
CLASS & LEVEL: Paladin 6 (Oath of Vengeance)
BACKGROUND: Soldier
ALIGNMENT: Lawful Neutral
EXPERIENCE: 14,700 xp
ARMOR CLASS: 20 (Armor Worn: splint armor, shield; Defense fighting style)
INITIATIVE: +0
HIT POINTS: 64 (6d10)
SPEED: 30 ft.
PASSIVE PERCEPTION: 11
SPELL ATTACK MODIFIERS: +5
SPELL SAVE: DC 13
BACKSTORY
A paladin from Greyhawk’s Shield Lands (lawful good zealots) who fought off invading orc and ogre hordes for years, Sir Joost then convinced his people to flee to Furyondy in the west for safety when all seemed lost. However, the ship he hired to transport them were actually pirates who sold the refugees as slaves to the Bandit Kingdoms in the east instead. Reinforcements arrived to help save their Shield Land homes, but by then it was too late, and when Joost realized what had happened, he cursed the gods and threw himself off a cliff…
But then his trickster adopted brother Schurk, a fighter who became a warlock, intervened by selling his soul to a fiend in exchange for returning Joost back to life – an outrage, but Joost had promised his late father never to raise a hand against his drow brother (though he hates him so). There’s also the nagging fear the brother may have been the one to set up the deal with the pirates…
ABILITY SCORES & ABILITIES
(* includes +3 proficiency bonus; ** includes expertise, if any; saving throws include +CHA modifier)
STRENGTH 19
+4 … Strength Ability Checks
+6 … Strength Saving Throws
+7 … Athletics Skill *
285 lbs. … Maximum Carrying Capacity
570 lbs. … Max. Push or Drag (Speed -5 ft.)
570 lbs. … Maximum Lift
DEXTERITY 10
+0 … Dexterity Ability Checks
+2 … Dexterity Saving Throws
+0 … Acrobatics Skill
+0 … Sleight of Hand Skill
+0 … Stealth Skill (disadv.)
CONSTITUTION 14
+2 … Constitution Ability Checks
+4 … Constitution Saving Throws
INTELLIGENCE 8
-1 … Intelligence Ability Checks
+1 … Intelligence Saving Throws
-1 … Arcana Skill
-1 … History Skill
-1 … Investigation Skill
-1 … Nature Skill
-1 … Religion Skill
WISDOM 12
+1 … Wisdom Ability Checks
+5 … Wisdom Saving Throws *
+1 … Animal Handling Skill
+4 … Insight Skill *
+4 … Medicine Skill *
+1 … Perception Skill
+1 … Survival Skill
CHARISMA 14
+2 … Charisma Ability Checks
+7 … Charisma Saving Throws *
+2 … Deception Skill
+5 … Intimidation Skill *
+2 … Performance Skill
+5 … Persuasion Skill *
PROFICIENCIES & LANGUAGES
* Armor: light armor, medium armor, heavy armor, shields
* Weapons: simple weapons, martial weapons
* Tools: gaming set (dice set)
* Saving Throws: Wisdom, Charisma
* Skills: Athletics, Insight, Intimidation, Medicine, Persuasion
* Languages: Common, Dwarvish, Orc
WEAPON & UNARMED ATTACKS
Extra Attack. When making an Attack action, you may make two attacks rather than one.
Savage Attacker Feat: Roll damage twice on a hit once per turn.
Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8+4 bludgeoning damage. (If used two-handed in melee, does 1d10+4 damage.) + Push: Large or smaller pushed 10 ft. back.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8+4 slashing damage. (If used two-handed in melee, does 1d10+4 damage.) + Sap: On hit, target has disadv. on next attack until end of your next turn.
Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage. + Vex: On hit, gain adv. on next attack on target before end of next turn.
+1 Magical Handaxe. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d6+5 slashing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.) + Vex: On hit, gain adv. on next attack on target before end of next turn.
Javelin. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.) + Slow: On damage, target’s speed reduced by 10 ft.
IN A SHORT REST (1 hour)
* regain one Channel Divinity use
* regain hit point by expending Hit Dice (6d10)
IN A LONG REST (8 hours)
* regain all hit points (64 h.p.)
* regain all Channel Divinity (Divine Sense, Vow of Enmity) uses (2)
* regain one “extra” Divine Smite use (1)
* regain one “extra” Find Steed use (1)
* regain Lay on Hands healing (up to 30 h.p.)
* regain all spell slots (1st level x 4, 2nd level x 2)
* “Apostate” (Otherworldly Steed from Find Steed) regains Healing Touch ability (one target in 5 feet heals 2d8+2)
ONGOING
* Savage Attacker Feat: Basically advantage on damage roll once per turn.
* Otherworldly Steed remains until slain or spell reused; no concentration needed.
* Aura of Protection (+2 all saves to you and allies within 10 feet)
SPELLS
+5 spell attack
DC 13 spell save
(a) = action to cast
(ba) = bonus action to cast
(r) = reaction to cast
(c) = concentration required
(c # rnds) = concentration required up to # number of rounds
1st Level (4 slots):
* BANE (a, c 10 rnds): Up to 3 in 30 feet DC 13 CHA save or suffer -1d4 on attack rolls and saves.
* BLESS (a, c 10 rnds): Up to 3 in 30 feet gain +1d4 on attack rolls and saves.
* COMPELLED DUEL (ba, c 10 rnds): One creature DC 13 WIS save or cannot move more than 30 ft. away and disadv. to attack other targets; ends if you attack another.
* DIVINE SMITE (ba): Attacks on turn gain +2d8 radiant damage (or +3d8 vs. fiend or undead).
* HEROISM (a, c 100 rnds): One creature immune to Frightened and gains 5 temp. h.p..
* HUNTER’S MARK (ba, a 1 hour): One creature in 90 feet marked, +1d6 force damage when you hit it and adv. on Wisdom (Perception and Survival) to find it. If target 0 h.p., bonus action to shift to another creature in 90 feet.
* SEARING SMITE (ba with attack): +1d6 fire damage and target takes 1d6 fire damage until DC 13 CON save end of turn to end, lasts 10 rounds.
* WRATHFUL SMITE (ba with attack): +1d6 necrotic damage and target Frightened until DC 13 WIS save end of turn to end, lasts 10 rounds.
2nd Level (2 slots)
* FIND STEED (a): Otherworldly steed appears within 30 feet.
* HOLD PERSON (a, c 10 rnds): One humanoid in 60 ft. DC 13 WIS save or Paralyzed; target repeats save end of each turn to end.
* LESSER RESTORATION (ba): Touch ends Binded, Deafened, Paralyzed, or Poisoned.
* MISTY STEP (ba): Teleport 30 feet.
FEATS
Savage Attacker Feat [PHB 2024, p. 201]: Once per turn, roll damage for a hit twice and use either damage total.
Tough Feat [PHB 2024,p. 202]: Your h.p. total is boosted.
Fighting Style: Defense [PHB 2024, p. 209]: While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
FEATURES, TRAITS & MORE
ALIGNMENT: Lawful Neutral.
I obey laws, traditions or my own strict code to promote order and society above all else.
SOLDIER BACKGROUND [PHB 2024, p. 185]
* Traits: Fought as a soldier for years. Suffers ophidiophobia, fear of snakes.
* Ideal: Thinks might makes right.
* Bond: Ex-lover joined the enemy.
* Flaw: Overzealous in duties.
HUMAN TRAITS [PHB 2024, p. 194]
* Creature Type: Humanoid
* Age: 30 years old
* Medium Size (5′ 9″, 188 lbs.)
* Resourceful (gain Heroic Inspiration after each long Rest)
* Skillful (Persausion proficiency)
* Versatile (Tough feat)
PALADIN CLASS FEATURES [PHB 2024, p. 109]
* Lay On Hands (heal 30 h.p. betw. long rests)
* Weapon Mastery (2 weapons)
* Fighting Style (Defense)
* Paladin’s Smite (extra Divine Smite once betw. long rests)
* Channel Divinity (2 uses betw. long rests)
* Channel Divinity: Divine Sense (bonus action to detect Celestials, Fiends, Undead within 60 ft.)
* Oath Spells (always prepared)
* Vow of Enmity (Channel Divinity for attack adv.)
* Extra Attack (2/attack)
* Faithful Steed (Find Steed spell)
* Aura of Protection (allies in 10 ft. gain +2 on saves)
SPELLCASTING [PHB 2024, p. 235]
* Spell Attack Modifier +5
* Spell Save DC 13
Cantrips Known: None
Prepared Spells
1st Level (4 slots): Bane, Bless, Compelled Duel, Heroism, Hunter’s Mark, Searing Smite, Wrathful Smite
2nd Level (2 slots): Find Steed, Hold Person, Lesser Restoration, Misty Step
EQUIPMENT & TREASURE
Starting Carried Gear [PHB 2024, p. 213]: splint armor (AC 17), shield (AC +2), longsword, warhammer, five (5) javelins, spear, shortbow and 20 arrows, priest’s pack (backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days’ rations, waterskin), gaming set (dice set), set of traveler’s clothes, healer’s kit (bandages, salves, splints), holy symbol: amulet, quiver.
(This load is about 176 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 129 gold pieces (g.p.); no silver; 5 copper pieces (c.p.); 2 gems (worth 50 g.p. each)
New Treasure Gained:
(02/22/2025): +1 handaxe, silvered shortsword, Bloodspear, journal of Rudolph van Richten (2 pages)
CLASS ABILITIES
LEVEL 2: PALADIN’S SMITE
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
LEVEL 3: CHANNEL DIVINITY
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
LEVEL 3: DIVINE SENSE.
As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.
LEVEL 3: VOW OF ENMITY
When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).
LEVEL 5: FAITHFUL STEED
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
“APOSTATE” OTHERWORLDLY STEED [PHB 2024, p. 273]
(2nd level spell slot, celestial creature)
* When player controlled, can only take Dash, Dodge, or Disengage actions.
* When DM controlled, acts as natural for creature (fight, flee, something else).
Armor Class 12
Hit Points 25 h.p.
Speed 60 ft.
STR 18 (+4), DEX 12 (+1), CON 14 (+2), INT 6 (-2), WIS 12 (+1), CHA 8 (-1)
ABILITIES
Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Otherworldly Slam. Melee Attack Roll: +5 attack, reach 5 ft. Hit: 1d8+2 radiant damage.
Healing Touch (Celestial Only; Recharges after a Long Rest). As a bonus aciton, one creature within 5 feet of the steed regains a number of Hit Points equal to 2d8+2.
LEVEL 6: AURA OF PROTECTION
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
WEAPON MASTERY RULES
CLEAVE
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
* Examples: Greataxe, Halberd
GRAZE
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to makes the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
* Examples: Glaive, Greatsword
NICK
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
* Examples: Dagger, Light Hammer, Scimitar, Sickle
PUSH
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
* Examples: Greatclub, Heavy Crossbow, Pike, Warhammer
SAP
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
* Examples: Flail, Longsword, Mace, Morningstar, Spear, War Pick
SLOW
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
* Examples: Club, Javelin, Light Crossbow, Longbow, Musket, Sling, Whip
TOPPLE
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency bonus). On a failed save, the creature has the Prone condition.
* Battleaxe, Lance, Maul, Quarterstaff, Trident
VEX
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
* Examples: Blowgun, Dart, Hand Crossbow, Handaxe, Rapier, Shortbow, Shortsword
SPELLS
BANE
Level 1 Enchantment (Bard, Cleric, Warlock)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
BLESS
Level 1 Enchantment (Cleric, Paladin)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a Holy Symbol worth 5+ GP)
Duration: Concentration, up to 1 minute
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
COMPELLED DUEL
Level 1 Enchantment (Paladin)
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.
DIVINE SMITE
Level 1 Evocation (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: Instantaneous
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
FIND STEED
Level 2 Conjuration (Paladin)
Casting Time: Action
Range: 30 feet
Component: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type-Celestial, Fey, or Fiend-which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
HEROISM
Level 1 Enchantment (Bard, Paladin)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
HOLD PERSON
Level 2 Enchantment (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
HUNTER’S MARK
Level 1 Divination (Ranger)
Casting Time: Bonus Action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).
LESSER RESTORATION
Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)
Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
MISTY STEP
Level 2 Conjuration (Sorcerer, Warlock, Wizard)
Casting Time: Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
SEARING SMITE
Level 1 Evocation (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
Component: V
Duration: 1 minute
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.
WRATHFUL SMITE
Level 1 Necromancy (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
Component: V
Duration: 1 minute
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
ROLE-PLAYING NOTES
VOICE: Like a goth/emo version of Marvel’s Thor. Lots of bluster, but kinda dumb.
HOMELAND: The Shield Lands are located in the central portion of the Flanaess, just north of the Nyr Dyv.
As of 591 CY, the most populous towns are Critwall (pop. 14,300), and Bright Sentry (pop. 2,700, located on Scragholme Island). Admundfort once had a population of approximately 5,000, but has been occupied by the forces of Iuz’s since 587 CY, and any accurate figure is presently impossible to ascertain. All other cities and towns have been destroyed by Iuz.
The most popular deities among the Shield Lands’s citizenry are Heironeous (favored by the State), Saint Cuthbert, Mayaheine, Pholtus, and Trithereon.
* Heironeous is the Oeridian god of Chivalry, Justice, Honor, War, Daring, and Valor. His holy symbol is a silver lightning bolt, often clutched in a fist.
* Saint Cuthbert of the Cudgel is the combative deity of Wisdom, Dedication, and Zeal.
* Mayaheine is the demigoddess of Protection, Justice, and Valor. Her symbol is a downward-pointing sword with a V on either side.
* Pholtus of the Blinding Light is the Oeridian god of Light, Resolution, Law, Order, Inflexibility, the Sun, and the Moons. Pholtus’s symbol is a silvery sun with a crescent moon on the lower right quadrant. His colors are white, silver and gold.
* Trithereon is the god of Individuality, Liberty, Retribution, and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion.
WHEN ATTACKING:
“Every swing is a prayer, and my warhammer is my holy book.”
“A blade kills a man. A hammer breaks a legacy.”
“Your ancestors will feel this in their graves!”
“A broken enemy cannot rise again. Let me break you properly!”
“Steel cuts, but a hammer corrects.”
“Cold steel is the only prayer the gods bother to answer.”
“Your bones will sing dirges when I am done!”
“The last thing you’ll hear is the sound of your ribs collapsing!”
“Your skull is but clay, and my hammer is the sculptor!”
“You think armor will save you? I forge coffins from steel!”
“I do not cut, I do not pierce… I crush!”
“Die screaming, so the gods might hear your agony!”
“Death already rejected me. I wonder if it will take you?”
WHEN TAKING DAMAGE OR FAILING A SAVING THROW:
“Let my bones crack before my will bends.”
“What care have I for wounds? I have already died once.”
“If I still draw breath, I still owe pain.”
“A man’s faith is tested when his bones snap like twigs.”
“Pain is proof that I am still owed something.”
“Pain matters not. You will break before I do, for I have already been shattered.”
OATHS & VOWS:
“By steel and spite, I stand again.”
“I swore once by honor. Now I swear by vengeance.”
“The gods forsook me, but my warhammer shall not.”
“I owe death a debt, one I intend to pay in orcish blood.”
“Let my body rot, but my will endure.”
“I swore to serve Heironeous, but Heironeous left us in the dirt. Now I serve wrath.”
“I shall not rest until my hammer is heavier with orc blood than my soul is with grief.”
“I was given a second life, but I did not ask for it. So I will take what I am owed.”
“I walk in death’s shadow, but I cast my own.”
“My first life was duty. My second is vengeance.”
“If the gods will not judge my enemies, I will.”
“I swear upon shattered steel and broken bone, I shall not fall again.”
“The gods cast me aside, but my hammer still strikes true.”
SAYINGS & PHILOSOPHY:
“The gods gave me this body twice. I will put it to use.”
“I was slain once. The next time, I will bring company.”
“When the gods fail you, let your own hand deliver justice.”
“The gods are deaf, but steel always speaks.”
“A man only dies once, unless he has a brother like mine.”
“Steel and shadow are my only kin now.”
“The gods write in fate, but I carve in steel.”
“To die once is misfortune. To die twice is an inconvenience.”
“The dead do not dream, nor do they forgive.”
“Heaven closed its gates to me. So I march toward something darker.”
“If I must live twice, let it be at my enemies’ expense.”
“A knight is meant to be remembered in song. I will be remembered in screams.”
CURSES & BATTLE CRIES:
“Kneel before me, or I shall make you kneel!”
“You hear that, gods? I still stand! And they will not!”
“Steel bends, flesh shatters, and all things crumble beneath my hammer!”
“Your spine will be my anvil, your ribs my drum!”
“Your blood will be mortar, and I shall build a monument to my wrath!”
“When I fall, I rise. When you fall, you stay down!”
“I don’t need speed. I need one good swing.”
“Curse the gods and damn their plans!”
“Orc blood spills easy? Let’s test the claim!”
“By the shattered corpse I left behind, I will see this done!”
“The gods took my soul, but left my fury!”
“May the gods choke on their silence!”
“I should be dust, but you shall be ash!”
“Orcs took my people. Now I take their skulls!”
“Come, beasts! I have already met death, and I do not fear her embrace!”
“Damn you to the hells where I’ll find you soon enough!”
“A curse upon your gods, a curse upon your kin, and a curse upon your grave!”
“This sword thirsts for vengeance, and I am its willing hand!”
CURSES & TAUNTS (AGAINST THE GODS & UNDEAD):
“The gods left me to rot. Now I leave their world to burn!”
“Is this your champion, gods? Then your cause is lost!”
“I have seen the afterlife. It is empty, just like your prayers.”
“I spit on your priests, I shatter your altars, and I bury your name in dust!”
“Come, dead man! You and I have much in common-but only I shall walk away!”
“You think being undead makes you strong? Then why are your bones so fragile?”
“You should have stayed in your grave. I won’t let you crawl out a second time!”