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Hul Stonebull -Unleashed-

Minotaur Race
Badlands Origin
Oath of the Linnorms Paladin 20 Class & Level
True Neutral Alignment
Cassius Deity
Linnorm Lords Faction
Chapter Master Rank/Position
20 Loyalty
Company

Strength 22
+6
Dexterity 12
+1
constitution 16
+3
intelligence 10
+0
wisdom 12
+1
charisma 24
+7
Total Hit Dice 20
Hit Die
1d10+3
+6 proficiency bonus
+15 Strength
+10 Dexterity
+12 Constitution
+15 Intelligence
+16 Wisdom
+28 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+12 Athletics
+7 Deception
+0 History
+7 Insight
+13 Intimidation
+0 Investigation
+7 Martial
+1 Medicine
+0 Nature
+1 Perception
+7 Performance
+7 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
190
MV
4
Prestige
2
Attunement Slots
20
Armor Class
214
Hit Points
+1
Initiative
50
Speed
WeaponAttackDamageTypeRangeQualities
Funeral Carver 1d20+6+6 2d8+6+1+2d8+2d6 Slashing5ftHeavy, Cleaving, Two-Handed
Attacks
ProficiencySource
Stats
+2 Strength CapAcademy
+4 Charisma CapLinnorm Lords
Saving Throws
WisdomPaladin
CharismaPaladin
Skills
AthleticsPaladin
InsightPaladin
IntimidationMinotaur
MartialCassius
Weapons & Armor
Simple WeaponsPaladin
Martial WeaponsPaladin
Butcher's AxeTrained (Academy)
Light ArmorPaladin
Medium ArmorPaladin
Heavy ArmorPaladin
ShieldsPaladin

Proficiences
Prepared Spells = 17

Spell Save DC = 21

Spell Attack modifier = 13

Spellcasting
Goresplitter
Butcher’s Axe – Minor Very Rare – Attunement
An axe once used by an Orc Chieftan, that was liberated when Zel’Itar was attacked by their tribe. It was kept as a memento of the occasion, but in the fall of the Elven Empire, all able bodies gathered any arms available to them.

Orcs are considered proficient in this weapon while attuned.

Tuskgutter: As a bonus action you call upon the power suffused within this axe by the deaths it has caused, painting its blade a bloody crimson red. For the next minute you gain advantage on the first attack you make with this weapon each turn, and you deal an additional 2 points of bleed damage with this weapon. You can do this twice, regaining spent uses when you complete a long rest.

Blood Savagery: Whenever a creature within 15 feet of you suffers bleed damage that originated from you, you gain temporary hit points equal to half the total damage they suffer, up to a maximum of 30 temporary hit points. Temporary hit points gained in this way do not stack with other temporary hit points, only with itself.
[Base Material, Adornment, Enchantment]


Manacle of the Starlight Reaper
Wondrous (Masterwork Bracelet) – Minor Legendary (8,000 gp, 64 days) - Attunement

Worthy 1

Firmly grasping the wielder’s wrist is a sturdy yet elegant bracelet dotted with shimmering stars. Yet within, lies ruthlessly deadly power...

This item has the following mundane properties:
• You gain advantage on saving throws and ability checks to prevent being disarmed of the bracelet.

Your Charisma score increases by 4, to a maximum equal to your ability score cap.

Immutable Star. You can add your Charisma modifier up to a maximum of 3 to your saving throws. This does not stack with a Paladin’s Aura of Protection.

Malleable Form. At the beginning of combat, you can empower a melee weapon you are wielding. The bracelet morphs into a black, starry miasma coating the entirety of the weapon with a hardened viscera. The empowered weapon deals an additional 1d8 necrotic damage on a hit and gains the Finesse property. Once on your turn, you can transfer the miasma to another weapon granting the effects to the newly empowered weapon and removing them from the previous weapon.

Annihilation. As a bonus action, you can further enhance a weapon empowered by Malleable Form. When you do this, the hardened viscera turns to a dark crimson and the weapon can now be used to perform somatic components of spells. Once while under the effect of Annihilation, you can channel all of the newly gained dark power of the weapon into one brutal attack. After a hit with the empowered weapon, you can make the attack a critical hit. A weapon remains empowered by Annihilation for 1 minute or until the miasma is transferred to another weapon. You can use this ability once before finishing a short or long rest.

Due to the materials used, you can spend 125gp per day.

Slots used: Base Material, Adornment, Enhancement, Enchantment

Equipment
Linnorm Lords
Faction
Mad Man - 15/11/15/10/11/14
Stat Array
Race, Origin, Class, and Faction Bonuses
Minotaur
  • +2 STR
  • +1 CON

The Labyrinth
  • Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.

The Sin of Tyre
  • Minotaurs have a deep hatred of arcane magic, they rage against it whenever possible. Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws.

Astaroth's Chosen
  • Minotaurs automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks.

Menacing
  • You have proficiency in the Intimidation skill.

Badlands
  • +10 max HP.
  • +2 to all saving throws.

Wendigo Soul
  • Whenever an enemy you can see within 10ft rolls a 1 on a d20 roll, you are healed for 3 hit points as you feed on the misfortune of others.

Cassius
  • Church Boon: +1 STR
  • Lip Service: Proficiency in Martial.

The Linnorm Lords
  • Linnormous Blessing
    • +10 max HP.

  • Attribute Cap Increase
    • +4 CHA to cap.

Paladin
Proficiency with:
  • Simple and Martial weapons
  • Light, Medium and Heavy armor
  • Shields
  • Wisdom and Charisma Saving Throws
  • Athletics
  • Insight.

Loyalty: 6
  • +5 HP
  • +25 bonus gold per Down Time Day.

Chapter Master
  • +5 HP


Level 1
Paladin 1


Divine Sense
  • As an action, you can detect beings of strong evil, or powerful good. 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. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated.
  • Uses = 1 + CHAmod. Refreshes on Long Rest.

Lay on Hands
  • Healing Points = Paladin LVL x 5
  • As an action, you can touch a creature and heal them for an amount up to the maximum amount available. Alternatively, you may expend 5 points to purge a single disease, or poison from a creature you touch.
  • Does not affect Undead, or Constructs.


Level 2
Paladin 2


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: Defense
  • While you are wearing armor, you gain a +1 bonus to AC.


Level 3
Paladin 3


Divine Health
  • The divine magic flowing through you makes you immune to disease.

Oath of the Linnorms
  • Oath Spells: Cause Fear, Jump
  • 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.


Level 4
Paladin 4


ASI: +2 STR


Level 5
Paladin 5

Oath Spells: Dragon's Breath, Enhance Ability

Extra Attack:
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 6
Paladin 6

Aura of Protection
  • 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.


Level 7
Paladin 7

Primal Smites
  • Your Divine Smites deal primal damage instead of radiant damage.


Level 8
Paladin 8

ASI:
  • +2 STR


Level 9
Paladin 9

Oath Spells
  • Bestow Curse
  • Fear


Level 10
Paladin 10

Aura of Courage
  • Creatures within 10ft can't be frightened, while you are conscious.


Level 11
Paladin 11

Improved Divine Smite
  • Melee weapon attacks deal an extra 1d8 primal damage.


Level 12
Paladin 12

ASI:
  • +1 DEX
  • +1 WIS


Level 13
Paladin 13

Oath Spells
  • Freedom of Movement
  • Otiluke's Resilient Sphere


Level 14
Paladin 14

Cleansing Touch
  • Action, touch a willing creature to end one spell effect.
  • Uses equal to CHA mod.


Level 15
Paladin 15

Lay Waste
  • Whenever you use Divine Smite, all allies of the target, within 5ft, take primal damage equal to the damage dealt by Divine Smite.


Level 16
Paladin 16

ASI:
  • +2 CHA


Level 17
Paladin 17

Spells n' shit.
  • Skill Empowerment
  • Legend Lore


Level 18
Paladin 18

Aura Improvements
  • Now 30ft range.


Level 19
Paladin 19

ASI:
  • +2 CHA


Level 20
Paladin 20

Linnorm Champion
  • +20ft walking speed
  • 120ft darkvision
  • Attack rolls using Strength have ADV.
  • Whenever you hit a creature with a melee weapon, the creature takes an extra 2d6 primal damage.

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

Goon.

Statblock Type

Verum Character Sheet

Link/Embed