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Goeban

Minotaur Race
Orde - Church Child Origin
Paladin 1 Class & Level
Chaotic Good Alignment
Cassius Deity
Steton Striders Faction
Member Rank/Position
0 Loyalty
Company

Strength 16
+3
Dexterity 13
+1
constitution 14
+2
intelligence 13
+1
wisdom 13
+1
charisma 14
+2
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+4 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+1 Arcana
+5 Athletics
+2 Deception
+3 History
+3 Insight
+4 Intimidation
+1 Investigation
+3 Martial
+1 Medicine
+1 Nature
+1 Perception
+2 Performance
+2 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
16
Armor Class
12
Hit Points
+1
Initiative
30 ft.
Speed
Feller's Blade 1d20+6 2d6+4 Slashing
Longbow 1d20+3 1d8+1 Piercing
Mace 1d20+5 1d6+3 Bludgeoning
Sacred FlameDEX DC 12 1d8 Radiant
Attacks
Razzle Dazzle: 13str / 13dex / 13con / 13int / 13wis / 13cha


Paladin Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Athletics, Insight


Attribute Cap Increase - +2 Strength; This boosts the maximum of an ability score but not the score itself.

Tool Proficiencies - Brewer's Supplies, Instrument of your choice

Membership into the Steton Striders is marked by the swagger in your gait, the smile on your face, the scars on your body. But lacking all that, a tattoo with their symbol on an often visible area of skin. The overall design is up to you and, indeed, many Striders develop nicknames and stories around their tattoos, adding them as they grow more seasoned.

Cassius Church Boon: +1 Strength

Cassius Lip Service: Skill Proficiency – Martial

Minotaur

Ability Score Increase +2 Str, +1 Con

Menacing – You have proficiency in the Intimidation skill.

Orde Church Child

Ordeans are all born with the ability to debate and convey their points in the most efficient manner possible. You gain a +1 to Charisma

Ordeans are exposed to many different doctrines. You gain Skill Prof – Religion

You gain a cantrip from the cleric spell list and may cast it at character level. (Sacred Flame)

Skill Prof – History
Proficiences
Cantrips

Sacred Flame
Spellcasting
Coinage: Total: 10gp | pp 0; gp 10; sp 0; cp 0

Arms and Armor

Fadesteel Feller's Blade - +1 Greatsword. This heavily worn greatsword is a pass down tradition among the Striders. To wield one of these weapons is to walk the path left behind by hunters before! This weapon deals 2 additional damage to any creature that is one or more size categories larger than the wielder.

Longbow

Arrows, x20

Shield

Mace

Chainmail

Consumables

Potion of Healing, x3

Antitoxin, x1

Special Gear

Pole of Collapsing

Crafting

Owlbear's Skull


General Gear

A staff

a hunting trap

a set of traveler's clothes

Brewer's Supplies

banjo

and a belt pouch

Explorer's Pack

Holy Symbol of Cassius
Equipment
Steton Striders
Faction
Razzle Dazzle
Stat Array
The Labyrinth – Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.


The Sin of Tyre – Minotaurs have a deep hatred of arcane magic, they rage against it whenever possible. Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws.

Astaroth's Chosen – The god Astaroth in a rare moment of compassion, with assistance from Cassius, released the Minotaurs from the terrors of the wizard Tyre. In return the Minotaurs are blessed with some of the two deities divinity. Minotaurs automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks.

Hybrid Nature – You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

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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.
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Satheyo.

Statblock Type

Verum Character Sheet

Link/Embed