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Mulcher

Race
Outlander/Echo Origin
Paladin (Oath of the Watchers) Class & Level
Lawful Neutral Alignment
Civzet Deity
Faction
Rank/Position
Loyalty
Company

Strength 19
+4
Dexterity 8
-1
constitution 21
+5
intelligence 12
+1
wisdom 13
+1
charisma 16
+3
Total Hit Dice 1
Hit Die
1d10+5
+2 proficiency bonus
+4 Strength
-1 Dexterity
+5 Constitution
+1 Intelligence
+3 Wisdom
+5 Charisma
saving throws
-1 Acrobatics
+1 Animal Handling
+1 Arcana
+4 Athletics
+3 Deception
+3 History
+5 Insight
+3 Intimidation
+1 Investigation
+3 Martial
+3 Medicine
+1 Nature
+3 Perception
+3 Performance
+5 Persuasion
+1 Religion
-1 Sleight of Hands
-1 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
19
Armor Class
15
Hit Points
-1
Initiative
30
Speed
Attacks
Languages: Common, Sylvan, Elven

Skill Profs: Performance, Survival, History, Insight, Persuasion, Perception

Tool Profs: Drums

Saving throws: Wisdom, Charisma, advantage on saving throws and skill checks against spells and other magical effects that require you to discern an illusion
Proficiences
Rolled
Stat Array
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.

Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor.
-You gain a +1 bonus to Armor Class.
-You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during -which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, your armor can't be removed from your body against your will.

Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
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

SlimeMush.

Statblock Type

Verum Character Sheet

Link/Embed