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Rat Man

Ratfolk (Cunning One) Race
The Rift (Lu'us) Origin
Paladin 1 Class & Level
Chaotic Neutral Alignment
Matron of Fate Deity
Faction
Rank/Position
Loyalty
Company

Strength 14
+2
Dexterity 13
+1
constitution 15
+2
intelligence 10
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice
Hit Die
1d+2
+2 proficiency bonus
+2 Strength
+1 Dexterity
+4 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+4 Athletics
+6 Deception
+0 History
+1 Insight
+6 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+1 Perception
+4 Performance
+6 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
18
Armor Class
12
Hit Points
+1
Initiative
30
Speed
Attacks
Armor: Light, Medium, Heavy, Shields

Weapons: Simple, Martial

Tools
Tinker's Tools


Saving Throws
Wisdom
Charisma


Skills
Persuasion
Intimidation
Athletics

Proficiences
PP:0 GP:0 SP:0 BP:0

Weapons
Longsword
5x Javelins


Armor
Chain Mail
Shield


Misc
Holy Symbol (Matron of Fate)

Equipment
Mad Man
Stat Array

Ratfolk - Cunning One


Dexterity +2, Wisdom +1

Scientist
You have proficiency with Tinker's Tools.


Cunning Plan
You can spend 1 minute telling your comrades your latest cunning plan. You can choose one skill for your allies or choose a skill for each ally separately (maximum of 5 allies). For the next hour, your chosen allies can reroll one d20 for the chosen skill check. The new roll must be used. Once you use this trait, you can't use it again until you finish a long rest.


The Rift - Lu'us


Charisma +2

Denied Skill - Insight
The magics of the rift have their cost, as one will manifests a piece of potential is lost. Each Sub-Origin of the Rift, grant additional power, but locks away a skill, removing proficiency from it and denying it from ever gaining proficiency or expertise. It may also not receive advantage or be augmented in any beneficial way.


Classes


Paladin 1


Lip Service: Charisma +1

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.


Faction


Faction Stuff

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

Kryptic36.

Statblock Type

Verum Character Sheet

Link/Embed