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Jericho Stonescale

Kobold Race
Bloodwave bay/Shipwreck Diver Origin
Paladin 7 Class & Level
N Alignment
Moss Deity
The Linnorms Lord Faction
Chapter Master Rank/Position
2 Loyalty
Order of the Moss Company

Strength 9
-1
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 7d10
Hit Die
1d10+2
+3 proficiency bonus
-1 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+4 Acrobatics
+0 Animal Handling
+0 Arcana
+2 Athletics
+3 Deception
+0 History
+0 Insight
+6 Intimidation
+3 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+6 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+0 Survival
skills

 
23
MV
1
Prestige
1
Attunement Slots
18
Armor Class
89
Hit Points
+4
Initiative
30
Speed
Attacks
Tool Proficiencies – Alchemist Supplies, Land Vehicle (Jail Wagon) (Grasping hand for both), Carpenters tools(Shipwreck diver) cooking utensils
Skill Proficiencies - Intimdation, Persuasion, Investigation, Athletics
Weapon/Armor Proficiencies - All and shields
Proficiences
Prepared Casting
1st Lvl Spells- Cure wounds, Shield of Faith, Cause Fear, Jump, Compel duel
2nd Lvl Spells- zone of truth, Enhance Ability, Dragon's Breath,Locate Object
Spellcasting
Magical Items
Tacticians Sidearm(short sword)

+2 bonus to damage rolls when a conscious ally is adjacent to a creature you currently threaten.

Tactical Charge: As an action, you may grant one ally up to 20 feet of free movement, taken immediately. This movement must be towards an enemy. If the chosen ally ends it's turn adjacent to an enemy creature that it was not already adjacent to, it may use it's reaction to make an opportunity attack against the creature.

The Sunguard:
Shield - Major Rare - Attunement

This flat black disk almost seems to absorb light as it’s sent at it.”

You are not affected by (Sun)Light Sensitivity while attuned to this shield.

While using this shield you gain resistance to Fire and Radiant damage.

Whenever you cast a spell or Cantrip that deals radiant damage, you may cause it to do cold damage instead.

All slots open.

Sword-chan
Being crafted by Jericho Stonescale
Magical Shortsword - Uncommon (500 gp, 5 Days)

When it connects with a target, the sound of "AYAYA!" can be heard.

Sword-Chan's "Toast Run: As an action, you can increase your walking speed by 5 feet for 1 minute. Once you use this ability, you can't do so again until the next dawn.

Mundane Items:

Name: Antitoxin 2lbs
Name: 3 x potions of healing Wt. 10 lbs
Name:Hardy Travelling Clothes Wt: 4 lbs
Name: alchemist supplies Wt. 8 lbs
Name: Pole of Collapsing Wt.
Name: Horn to summon help Wt.
Name: 2 scrolls of shield of faith Wt. 7 lbs
Name:
Name: Sunguard Wt. 6 lbs
Name: 2 Sets of Manacles Wt. 12 lbs
Name: Shortsword 2lbs
Name: Bork's Sleep Anywhere Pillow Wt.
Name: 11 Daggers Wt. 11 lbs
Name: 2 Rations Wt. 8 lbs
Name: A gargoyle Plushie Wt.
Name:
Name: Holy Symbol (Lyfr o Mwsogl ) Book of the moss Wt.
Name: Bondage Half-plate Wt. 40 lbs
Name: Scroll bandoleer: 3 scrolls of shield of faith active
Name: Potion bandoleer: 2 potions of healing 1 antitoxin active
Total Weight: 96 lbs
Equipment
The Linnorms Lord
Faction
Mad Man
Stat Array
Feats - Actor, Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Sub-Origin: Shipwreck Diver- You can hold your breath for 1 hour. In addition, you reduce damage taken from bludgeoning damage by 5, Skill Prof – Investigation

Sunlight Sensitivity- You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Pack Tactics- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated

Grovel, Cower, and Beg.-
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.

Improved Darkvision.- You can see in dim light 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 out to 120ft

.Channel Divinity: Cull the Meek
Whenever you defeat an enemy with a melee weapon attack, you can use your Channel Divinity as a reaction. If you do, make a melee weapon attack another creature within your reach. If you defeat this creature, you can repeat this process until you do not defeat a creature you've attacked. Each creature you defeat while using this ability gives you a stacking +1 bonus to weapon damage rolls. You can move as normal between these attacks if you have movement to spend.

Channel Divinity: Predator, or Prey?
As a bonus action, you bolster the resolve of your allies, granting advantage to the next saving throw they make within 1 minute. This effect ends early for an ally if they willingly move away from an enemy.

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.
Paladin Proficiencies Intimidation, Persuasion, Wisdom and Charisma.
Fighting Style Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.

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.
Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
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.

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.
Sacred Oath 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. Now you choose from the list of available oaths. 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.

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.

You can hold your breath for 1 hour. In addition, you reduce damage taken from bludgeoning damage by 5.

You gain proficiency in the Investigation skill, and with Carpenter's Tools.
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

dukegummybear.

Statblock Type

Verum Character Sheet

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