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Axilia

ixalan Orc Race
Origin
Paladin (Oath of Time Warden) 4 Class & Level
Chaotic Good Alignment
Cyrrin Deity
Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 8
-1
constitution 17
+3
intelligence 12
+1
wisdom 10
+0
charisma 14
+2
Total Hit Dice 2
Hit Die
1d10+3
+2 proficiency bonus
+4 Strength
-1 Dexterity
+3 Constitution
+1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
-1 Acrobatics
+0 Animal Handling
+3 Arcana
+6 Athletics
+4 Deception
+1 History
+0 Insight
+4 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+0 Perception
+2 Performance
+4 Persuasion
+3 Religion
-1 Sleight of Hands
-1 Stealth
+0 Survival
skills

 
6
MV

Prestige

Attunement Slots
18
Armor Class
36
Hit Points
-1
Initiative
30ft
Speed
WeaponAttackDamage
Great axe 1d20+6 1d12+4
Javelin 1d20+6 1d8+4
Attacks
Languages- Orc, Common

Intimidation (Orc)
Athletics (Paladin)
Persuasion (Paladin)
Arcana (Background)
Religion (Background)

Smiths Tools
Proficiences
1st level

Spellcasting
Great axe
Full Plate armor
5x Javelin
Halberd
Explorers Pack
Holy symbol of Cyrrin
1x Health Potion
Branch- from zehuti circus
Lance that acts as a Holy Symbol of [Cyrrin]
Assassins blood
Greasy french fry cape
Black shard magical girl walkie talkie- message through this to the other shards

Golden Arches Cape - Uncommon - 500gp - 0.5lbs - Wondrous

Oily Skin. You become oiled and gain resistance to cold damage and vulnerability to fire damage
Equipment
16/8/16/12/10/14
Stat Array
Darkvision.
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Menacing.
You gain proficiency in the Intimidation skill.

Relentless Endurance.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks.
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

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.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

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.

Feat
Mundunugu
Chose a class. (paladin) Your spell casting or pact magic ability modifier for that class becomes Strength. Any class feature coming from the same class that is based on the same ability modifier as the original spellcasting or pact magic also is now based on Strength. For every spell known or prepared you have, a scar must be made on your body, as that is where you draw your magic from.
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

poison57.

Statblock Type

Verum Character Sheet

Link/Embed