AS7-D Atlas (Vince)

Appearance
Pre Champion of Purphoros

A hulking mass made with parts of wood, stone and metal, Atlas' form was riddled with battle damage, rust and wear. Leyline trimmings crisscrossing Atlas' body pulses from an eerie green glow to a light blue hue and vice versa which would at time indicate the state of being they are currently in. From a bright green that indicates a content or happy demeanor to a crimson red which indicates a sour or angry disposition. Purposefully built for warfare, AS7-Ds were designed as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be its ally. The mere sight of an AS7-D had been known to make even a veteran Soldier break out in a cold sweat, and theoretically, a single fully upgraded Atlas model can take on and wipe out an entire company of soldiers in exchange for minor armor loss.

Post Champion of Purphoros

After communing with the Forge God of Theros, Purphoros and granted the title as the Purphoros' champion, Atlas' form was drastically changed. Gone are the battle damage, rust and the ravages of what time can do to a construct's body. Every single component of Atlas' body was shaped anew as if fresh out of the forge. The whole surface of their body are no longer made of ordinary wood, metal and stone but a strange dark reflective steel chrome alloy which radiates a maroon glow. The leyline trimmings on their body have also widened a fair bit and is more pronounced. The seams and gaps between the joints of their limbs and armor are now more streamlined and sleek in design. If their previous form was considered hulking and brutish, there is now a massiveness and regality to his structure. At the very center of his chest is what looks like a smith's mark perhaps made by Purphoros himself, an emblem which resembles two hammers whose head is that of an anvil, one inverted which resembles the number six and the other upright which resembles the number nine.

Personality
Although built as a weapon of warfare and conquest, Atlas' personality is far removed from the stereotypical bloodthirsty warrior. As an Oath of Conquest Paladin, instead of conquering wealth and territories, Atlas' personality mandate is akin to conquering the hearts and minds of the people. Atlas treats friendly and non-hostile entities with a certain level of respect and decorum, even to the point of putting themselves on harms way for the protection of these kinds of people. At the opposite spectrum on the other hand, hostile entities are treated with absolute aggression and a certain degree of psychological warfare. Atlas will always impose his will unto his enemies and instill outright fear at the mere sight of his presence like that of a tyrant, for it is not enough to defeat your enemies but to also remove their will and courage to fight back.

Racial

 * Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
 * You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
 * You don’t need to eat, drink, or breathe.
 * You are immune to disease.
 * You don't need to sleep, and magic can't put you to sleep.


 * Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.


 * Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
 * You gain a +1 bonus to Armor Class.
 * You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
 * While you live, your armor can't be removed from your body against your will.


 * Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Background

 * Soldier - Atlas is a veteran of the Last War.

Class
 Paladin - Oath of Conquest 

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

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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 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.

Sacred Oath - Oath of Conquest

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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.

Channel Divinity

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

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.

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.

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.

Harness Divine Power (Optional)

Also at 3rd level, 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

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.

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.

Trinkets

 * Sending Stone
 * Smith's Tools
 * Healer's Kit
 * Belt Pouch
 * Deck of Cards
 * Rank Insignia and Trophy
 * Holy Symbol
 * Explorer's Pack
 * Voice Box (Warforged)

Mundane

 * Javelins (5)
 * Chain Mail
 * Shield
 * Splint Mail Adamantite Armor

Magical

 * Warhammer + 2 (Spellcasting Focus) aka. The NICE Hammer aka. Hammer #69
 * Helm of the Gods
 * Battering Shield
 * Belt of Fire Giant Strength
 * Javelin of Lightning
 * Saddle of the Cavalier

Relationships
Azreal - One of Atlas' first party mates on their first ever adventure. Would continue on having several adventures together and the person whom Atlas joins up with very frequently. Unfortunately met their untimely demise at Mt. Deniase at the hands of an enemy Abjurer.

Deniase - Also one of Atlas' first party mate on their first ever adventure. Would eventually disappear for a short time and suddenly appear at Eden's Last Stand as an adversary. Dueled with Atlas at Eden's Last Stand and would eventually defeat Atlas in the duel.

Khael - One of Atlas' very frequent party mates, very reliable and even gave Atlas' very first magical item, the Helm of the Gods.

Vatlix - Atlas' mentor when trying to breakthrough the first tier of Paladinhood. Died in a skirmish with the Hobgoblin Battlegroup.

Significant Events
Becoming Purphoros' Champion - While trying to clear a mine of a Manticore at 09,01, Atlas encountered an unfinished Altar of Purphoros and decided to finish it ang enact a ceremony to venerate the altar. By happenstance, Purphoros was actually paying attention to Atlas' actions and deemed him worthy of becoming his Champion. In a glimpse of an eye, Atlas and company were transported to Purphoros' realm and was blessed as well as transformed to his new form today.

Atlas' Last Stand - Once it was clear the the hobgoblin battlegroup would arrive at Eden, Atlas rallied what remained of Eden's inhabitants to a defense to allow stragglers to escape for safety. Upon meeting the hobgoblin warlord and challenging them to a duel, a figure approached to stand as hobgoblin battlegroup's champion. Atlas was in utter shock when the dark figure took off their helm to reveal that this was none other than Deniase. Unhinged or possibly not in control of their own mind, Deniase demanded Atlas to give up the location of where the rest of the survivors are especially Riko, the leader of the GSP. A duel then ensued between Atlas and Deniase when the former refused to give up the rest of Eden's survivors. While well built and designed for warfare, Deniase was bulwarked and supported by a good amount of magical items provided by the hobgoblins. Slowly but surely, Atlas was further sent on a backfooting and eventually fall on to Deniase's glaive.

An excerpt of what happened is as follows....

''As Atlas lays dying by the sands just beyond the outskirts of Eden, a familiar but dark figure of Deniase stands over Atlas with his glaive pointed at him, "One last chance, Atlas! Where are the rest of the Edenians?!". Atlas raises their head from the ground to address Deniase, a guttural chuckle or laugh comes out of them, their voicebox a little bit damaged as they slowly opens up their chest, exposing their core as if an offering. "Up yours Deniase! Up yours!!!". The fist sized core inside their chest begins to glow brighter and brighter as they overload their core. A flash of light bellows forth from Atlas as a sizable radius of explosive energy engulfs their surroundings, taking out a few hobgoblins around them. As the smoke clears, the black clad figure of Deniase dusts off debris and sand from his armor and orders the whole battlegroup to attack Eden.''

Backstory
Atlas or rather, Atlas' chassis was a veteran of the Last War back in the continent of Khorvaire in Eberron. Due to the many battles fought, Atlas has on many occasions suffered extensive damage to their systems time and time again and thus had to undergo on many repairs or refits during his entire career. The latest damage was on their core systems, primarily the power and personality cores, and had to be transported back to its creation forge for this to be fixed. After the Atlas' much needed repair and refit as well as sporting a new power and personality core, they were to be sent back to action. While in transit back to the frontlines, inert and powered down, a routing error occurred on their transport ship which lead them to an Maelstrom and hurled them to a unknown and uncharted land. The storm split the transport ship in two and deposited Atlas' storage container into the watery depths on to this new frontier. Many years has passed and eventually the storage container that contained Atlas was eventually breached which triggered a contingency protocol for them to do an emergency restart. Now wide awake, Atlas broke free from their watery coffin and made for safety to land. With no new mission protocols installed and just recently activated, Atlas started wandering around this new land and came upon a settlement called "Eden" where his brand new adventure begins.