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Triton Race
Orde - In Plain Sight Origin
Paladin (Oath of Vengeance) 7 Class & Level
Lawful Neutral Alignment
Matron of Fate Deity
Factinonless Faction
- Rank/Position
0 Loyalty
- Company

Strength 16
+3
Dexterity 10
+0
constitution 16
+3
intelligence 11
+0
wisdom 11
+0
charisma 20
+5
Total Hit Dice 7
Hit Die
1d10+3
+3 proficiency bonus
+8 Strength
+5 Dexterity
+8 Constitution
+5 Intelligence
+8 Wisdom
+13 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+3 Athletics
+8 Deception
+0 History
+3 Insight
+5 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+3 Perception
+5 Performance
+8 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
21
Armor Class
67
Hit Points
+0
Initiative
30 ft., Swim 30 ft.
Speed
+1 Trident 1d20+7 1d6+6 piercing 1d6 cold
Eldritch Blast 1d20+8 1d10 force
Attacks
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Brewer’s Supplies
Skills: Deception, Insight, Martial, Perception, Persuasion, Religion
Languages: Common, Aquan
Proficiences
Spell DC: 16
Spell Attack Bonus: +8
Number of Spells Prepared: 8


Cantrips:
Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

 


1st Lvl Spells:
Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

 


Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

 

(Command)
(Ceremony)
(Cure Wounds)
(Detect Magic)

2nd Lvl Spells:
Hold Person
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

 


Misty Step
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

 

(Find Steed)
(Lesser Restoration)
(Protection from Poison)
(Zone of Truth)

Spellcasting
Armor:
Radiant Kindness (Plate Armor)
AC: 18
Strength: 15
Stealth: Disadvantage
Weight: 65 lbs

Effects:
  • Your Charisma score increases by 2, up to a maximum equal to your ability score cap.
  • You are resistant against fire damage.

  •  


    Weapons:
    +1 Trident
    Type: Martial weapon, melee weapon
    Damage: Special (1d6) piercing + 1d6 cold
    Weight: 4 lbs
    Properties: Thrown (range 20/60), versatile (1d8)

     


    Light Crossbow
    Type: Simple weapon, ranged weapon
    Damage: 1d8 piercing
    Properties: ammunition (80/320 ft.), loading, two-handed

     


    Shield:
    +1 Shield
    AC: +3

     


    Inventory:
    Equipment
    Factinonless
    Faction
    The Mad Man
    Stat Array
    Origin:
    Orde
    Skill Prof – Religion

    +1 to Charisma

     


    Sub-origin:
    In Plain Sight
    You choose a warlock cantrip. You may cast it at character level. (Eldritch Blast)

    Skill Prof – Deception

     


    Faction:
    Factionless
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted.
    Tool Prof – Brewer’s Supplies
    Skill Prof – Perception

     


    Deity:
    Matron of Fate
    +1 to Charisma
    Skill Prof – Athletics

     


    Racial Traits:
    Racial Stat Increases
    +1 to Strength
    +1 to Constitution
    +1 to Charisma

     


    Swim Speed
    You have a swimming speed of 30 feet.

     


    Amphibious
    You can breathe air and water.

     


    Darkvision
    Adapted to life where the sun's rays fail to reach, 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.

     


    Control Air and Water
    A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

     


    Emissary of the Sea
    Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

     


    Guardians of the Depths
    Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

     


    Languages
    You can speak, read, and write Common and Aquan.

     


    Class Features:
    Paladin Skills
    Skill Prof – Insight
    Skill Prof – Martial

     


    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.

     


    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.

     


    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.

     


    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.

    Preparing and Casting Spells:
    The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability:
    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus:
    You can use a holy symbol as a spellcasting focus for your paladin spells.

     


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

     


    Sacred Oath - Oath of Vengeance
    The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

    Tenets of Vengeance:
    The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

  • Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  • No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.
  • By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
  • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

  • Oath Spells:
    You gain oath spells at the paladin levels listed.

    Oath of Vengeance Spells:
    Paladin Level Spells
    3rd bane, hunter's mark
    5th hold person, misty step
    9th haste, protection from energy
    13th banishment, dimension door
    17th hold monster, scrying

    Channel Divinity: Abjure Enemy
    As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. 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: 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, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

     


    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

     


    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.

    At 18th level, the range of this aura increases to 30 feet.

     


    Relentless Avenger
    By 7th level, your supernatural focus helps you close off a foe's retreat. 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:
    Lvl 4 Feat – Spear of the Ocean
    Your prowess with the Trident is unmatched, the true weapon of the sea at home in your hands. You gain the following benefits:
    Increase your Strength score by 1, to a maximum of 20.
    When you take the Attack action and attack with a trident, you can use a bonus action to make another melee attack with that weapon.
    You have advantage on attack rolls when you and the target you are attacking are completely submerged in water.

    +1 to Strength

     


    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

    Drag0n0us.

    Statblock Type

    Verum Character Sheet

    Link/Embed