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Kuo-Toa Race
Callous Born Origin
Paladin 4 9 Class & Level
Neutral Good Alignment
Glory Deity
Thales Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 14
+2
charisma 14
+2
Total Hit Dice 9
Hit Die
1d10+3
++4 proficiency bonus
+8 Strength
+2 Dexterity
+3 Constitution
+0 Intelligence
+6 Wisdom
+56 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+0 Arcana
+8 Athletics
+2 Deception
+0 History
+2 Insight
+2 Intimidation
+0 Investigation
+6 Martial
+2 Medicine
+0 Nature
+6 Perception
+2 Performance
+2 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+6 Survival
skills

 

MV
1
Prestige
2
Attunement Slots
21
Armor Class
92
Hit Points
+2
Initiative
30 ft. | Swim 30 ft.
Speed
WeaponAttackDamageNotes
Bite 1d20+8 2d6+4 Piercingreach 5 ft.
Shortsword 1d20+8 1d6+4 Piercingreach 5 ft.
Javelin 1d20+8 1d6+4 Piercingthrown 30/120 ft.
Attacks
Saves: Strength, Wisdom, Charisma
Skills: Athletics, Acrobatics, Martial, Perception, Survival
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools: None

Languages: Aquan, Undercommon, Common
Proficiences

Paladin Spellcasting



Save DC: 14 | Spell Atk: +6

Spells Per Day: 3/0/0/0/0


Paladin Spells
  1. 1st Level: Divine Favor(B), Shield of Faith(B) | Domains: protection from evil and good (A), sanctuary (A)

Spellcasting
Plate of the Reflective Moon, Chain Shirt, Shield, Shortsword, Javelin x6,
Bandolier 1: Scroll of Prot vs Evil x2, Potion of Greater Healing
Bandolier 2: Scroll of Heroism x2, Potion of Greater Healing

Magic Items



Plate of the Reflective Moon

+1 Mirror Plate Armor – Very Rare (6,400gp) – Attunement

While attuned to this armor, you gain the following abilities and features:
Barrier of Moonlight: You gain resistance to Necrotic and Poison damage while wearing this armor.
Lunar Gaze: Whenever you would be blinded, the attacker must make a DC 15 Constitution saving throw or be blinded for 1d4 rounds. If the target fails this save, you are no longer blinded.
[Base Material, Enchantment, Adornment]


Aegis Sanctitudinis (Shield of the Righteous)

+2 Daborakian Kite Shield - Major Very Rare - Attunement
A shield covered and molded from silver the symbol of Glory shines on its front in glorious gold and outlined in holy white, asserting to all who view, that he who carries it shall live up to their duty.
Pondera Tua Gero - As an action while this shield is equipped, you can target up to three allies you can see within 30 feet of you that are blinded, charmed, frightened, petrified, or poisoned. You can transfer one of these effects onto yourself from each target. This ability has two uses which refresh on a short or long rest.
Sub Defensione Mea - Whenever you or a friendly creature within 15 feet of you take damage from a nonmagical source of bludgeoning, piercing, or slashing it is reduced by 2. You must be conscious for this damage reduction to take effect.
Antequam Cado - If an ally within 15 feet of you would fail their third death saving throw, you can instead force it to be a success at the cost of gaining a failed death saving throw as a reaction. Failed death saves gained this way do not disappear until your next long rest.
Abi! - If a hostile creature misses you with a melee attack within 5 feet of you, you can rebuke them with a shaking force (no action required). The creature must succeed on a DC 15 Constitution saving throw or suffer 1d6 radiant damage and be stunned until the start of their next turn. This ability has two uses, with both uses refreshing on a long rest

Equipment
Thales
Faction
Mob
Stat Array

Racials



Amphibious

The kuo-toa can breathe air and water.

Dark Devotion

The Kuo-Toa has advantage on saving throws against fear effects and enchantment spells.

Otherworldly Perception

The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery

The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity

While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Kuo-Toa Warrior



Extra Attack

A Kuo-Toa Warrior can make two attacks, one with its Bite and one with a weapon, or they can make two weapon attacks.

Second Wind (2/short rest)

As a bonus action, a kuo-toa warrior can heal themselves for 1d10+8 hit points. They can do this twice per short or long rest.

 

Burst the Shell

A kuo-toa warrior reduces the armor class of a creature wearing medium or heavy armor struck by their bite or a weapon attack by two, stacking up to four. This lasts until the end of the warrior’s next turn. The duration is extended by one round if the warrior hits the creature once more while their armor class is reduced.


Paladin



Lay on Hands (20/long rest)

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.

Divine Sense (3/long rest)

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.

Protection Fighting Style
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

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.

Channel Divinity

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


Paladin 4th ASI (Mage Slayer)

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.




  • Oath of Devotion



    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.

    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