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Hobbitrox_

Protector Aasimar Race
Dolten/Ward of Witchtown Origin
Paladin 8 Class & Level
Lawful Neutral Alignment
Viderick Deity
The Great Coven Faction
Chapter Master Rank/Position
5 Loyalty
Company

Strength 17
+3
Dexterity 10
+0
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 18
+4
Total Hit Dice 8
Hit Die
1d10+3
+3 proficiency bonus
+7 Strength
+4 Dexterity
+7 Constitution
+4 Intelligence
+10 Wisdom
+11 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+6 Athletics
+4 Deception
+0 History
+6 Insight
+4 Intimidation
+3 Investigation
+3 Martial
+3 Medicine
+0 Nature
+3 Perception
+4 Performance
+7 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
28
MV
3
Prestige
2
Attunement Slots
20
Armor Class
86
Hit Points
+0
Initiative
30 ft.
Speed
WeaponAttackDamage
Equinox: Day 1d20+7 1d10+1d6+4
Equinox: Day - Boosted 1d20+7 1d10+1d6+1d6+4
Equinox: Dawn/Dusk 1d20+7 1d10+1d4+1d4+1d6+4
Equinox: Night 1d20+7 1d10+1d6+1d6+4
Attacks
All Martial and Simple Weapons, All Armors, Shields, Cook's Utensils, Alchemist's Tools, Brewer's Supplies
Proficiences
Innate Spells/Abilities:
Eldritch Sight Invocation - Coven Membership
Light Cantrip - Aasimar

Prepared Spells:
1st - Command - Shield of Faith - Cure Wounds - Bless - Compelled Duel - Wrathful Smite
2nd - Find Steed - Lesser Restoration

Oath Spells:
1st - Bane - Hunter's Mark
2nd - Misty Step - Hold Person
Spellcasting
Bloodied Pendant of Oloken'hai: A holy symbol of Oloken’hai, likely taken from the body of one of his minions. While you despise the being whose eye is carved into this pendant, you know that even this symbol is of use to you.

Effects: So long as this pendant is in your possession, you gain advantage on Investigation checks to root out or discover Oloken’hai, his followers, and other eldritch entities. This item does not require attunement.

Order's Vestments - Robes - Major Rare (2500gp)
These robes function as the Holy Symbol for Lawful aligned Deities.
If the wearer of these robes are lawful, then they gain +1 AC. This AC is considered the same as from a shield.

Harold's Pauldrons: Only usable by Elderon - this item loses it's magical properties if Elderon dies or it spends more than 24 hours 1 mile away from his location. You reduce any Radiant or Necrotic damage you suffer by 2 points while wearing these pauldrons. When successfully hitting a creature with a two-handed weapon, you gain an additional +1 AC against any melee attack rolls made against you by that creature until the start of your next turn.

Equinox: Frostbitten steel is forged into this halberd’s blade and flow with a Paladin’s divine powers. Blessed Flame is imbued into the head of the halberd. The chilling steel and the warming flame come at odds with each other, slowly shifting in power. The Blessed Flame will slowly enwreathe the edge of the blade in the daytime, while the cold and icy magic from the Frostbitten steel will seep into the head of the halberd during nighttime. A small grove is engraved into each side of the blade in Celestial, one side reading “The light in the darkness.” and “The shroud in the sunlight.” on the other.

Effects: +1 Halberd – Very Rare (4750gp, 48 days) – Attunement While attuned to this halberd, your Strength Score gains +3.
This halberd is in a never-ending cycle of time that betrays the workings of the world around it. A cycle works as follows: For 1 round it will be in dawn, for 4 it will be day, for 1 it will be dusk, and then for 4 it will be night, after which it will return to dawn. When you roll initiative, determine its progress through the cycle by rolling a d10, with the result being its place in the cycle. The halberd grants the following benefits depending on its place in the cycle:
***Day.*** When you deal fire or radiant damage, you deal an additional 1d6 damage of the appropriate type. Additionally, any healing spells you cast with an instantaneous duration restore an additional 1d6 hit points to the target.
***Night.*** This halberd deals an additional 1d6 cold damage on a hit. When you score a critical hit with this weapon, you deal an additional 2d6 cold damage and restore 2d6 hit points.
***Dusk and Dawn.*** You deal an additional 1d4 cold damage and 1d4 radiant damage whenever you roll damage against a creature. Additionally, any healing spells you cast restore an additional 1d4 hit points, and if the spell was hardcast, you restore hit points to all allies within 10 feet of you equal to your proficiency bonus.

Talisman of Wasps: Necklace – Minor Rare – Attunement
Any weapon attack you make deals an additional 1d6 poison damage
You gain resistance against poison and on saves against the poisoned condition
Once per day you may unleash a 30 foot cone of stinging insects. This cone deals 4d6 piercing damage and inflicts the Poisoned condition on the targets for one minute. A DC 14 Constitution saving throw halves the poison damage and negates the poisoned condition.

Lodriss' Favor
"This locket is empty. If this bring sadness, or perhaps hope, that speaks more to you. Lodriss never gave the significance."
Wondrous (Necklace) - Major Rare (2500gp) - Attunement

You have advantage on saving throws against enchantment effects.

Twice per long rest, you may cast the spell Sleep at a level equal to half your proficiency bonus, rounded up.

Whenever you receive magical healing, you heal an additional amount equal to your Constitution score modifier.

Guarded Wish
+1 Plate - Major Rare (2800gp) - Deadly Attunement
(https://cdna.artstation.com/p/assets/images/images/004/231/266/large/denis-pospelov-statue-page-eng.jpg?1481571856)
The flaming body of the last wish, magically charged, thrums with energy as the pieces latch onto and envelop the attuned, encasing them in this protective frame.

While attuned to Guarded Wish, you gain the following benefits:
• Your Strength score is increased by 1 to a maximum of 20, changing as your ability score cap does.
• Your movement speed is increased by 5 feet.
• You gain resistance to fire damage.

While attuned to Guarded Wish, you gain the following abilities:
• Ember: When hit by a melee attack, you can use your reaction to deal 1d4 fire damage to the attacker.
• Wrath: As an action, you can unleash a burst of flame in a 15-foot radius centered on yourself, burning all within. Each creature in the area of effect (excluding yourself) must make a DC 14 Dexterity saving. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Once you use this ability, you must complete a long rest before being able to do so again.

Hindsight
Ioun Stone
Wondrous, Attunement

You gain resistance to fire damage
Lesson Learned: Once per Long rest, you may choose to roll a 1d4 and add that to any d20 you have just rolled. You can do this after the DM has declared the result.


---Inventory---

One Dagger
Explorer's Pack
Five Javelins
Alchemist's Supplies
Cook's Utensils
Calligrapher's Supplies
Cauldron
A Holy Symbol of Viderick
Signet Ring (Fistful of Gold mission reward)
Two Antitoxins
Two Flasks of Holy Water
Five Healing Potions
One Potion of Psychic Resist
One Poison Flask, 2d6 / DC 16
Ten Scrolls of Cure Wounds
Five Scrolls of Shield of Faith
Four Scrolls of Bless
Three Scrolls of Wrathful Smite
Three Scrolls of Divine Favor
Two Scrolls of Hunter's Mark
Two Scrolls of Bane
Two Scrolls of Compelled Duel
One Scroll of Searing Smite
One Scroll of Command
One Scroll of Heroism
One Net
Two Empty Vials
A Set of Fine Clothes
A Set of Vestments
A Stuffed Wolf Plushie
Glaive (On Mount)
Splint Mail for a Large Mount (On Mount)
One vial of very questionable orange mindflayer goop
Natalia - Special Crafter Specializes in Rings, Fey, follower of Inca. 2 time use
Night Feather
Feather of Ice
Antithesis Ritual Tool: Crown
One use of Special Crafter Dandelion
Nine Material Tokens
Equipment
The Great Coven
Faction
The Mad Man
Stat Array
Darkvision: Thanks to your celestial heritage, 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.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Celestial Resistance: Resistance to Necrotic and Radiant damage.

Radiant Soul: You can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.

Divine Sense: As an action, 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 of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. 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: 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.

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.

Channel Divinity, Oath of Vengeance: Abjure Enemy: As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened,the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Channel Divinity, Oath of Vengeance: Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

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.

Relentless Avenger: By 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

FEATS:

Sentinel: Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

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

Hobbitrox_.

Statblock Type

Verum Character Sheet

Link/Embed