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Ëmïłiœ

Kobold Race
Kaua'Koko Origin
Paladin 3 Class & Level
Chaotic Neutral Alignment
Wraithah Deity
N/A Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 14
+2
Dexterity 14
+2
constitution 10
+0
intelligence 12
+1
wisdom 10
+0
charisma 14
+2
Total Hit Dice 1d10
Hit Die
1d10+0
+2 proficiency bonus
+2 Strength
+2 Dexterity
+0 Constitution
+1 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+3 Arcana
+2 Athletics
+2 Deception
+1 History
+2 Insight
+2 Intimidation
+1 Investigation
+0 Martial
+0 Medicine
+1 Nature
+3 Perception
+2 Performance
+2 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
19
Armor Class
27
Hit Points
+2
Initiative
30
Speed
Battle-Axe 1d20+4 1d8+2 slashing/ 1d10 Slashing(Two-Handed)
Short Sword 1d20+4 1d6+2 Piercing
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: N/A
Saving Throws: Wisdom, Charisma
Skills: Arcana, Insight, Persuasion, Religion
Languages: Celestial, Common, Draconic, Infernal
Damage Resistances:
Damage Immunities:
Condition Immunities:
Proficiences
Paladin Spells[Spellcasting DC=12 Spell Attack +4]
1st Level|SLOTS-3
PREPARE 3 SPELLS AFTER LONG REST
Spellcasting
Armor|
Shield(+2 AC)
Chainmail
Priest Robe AC 17
Common Clothes
Weapons|
Battle-Axe
x3 Short Sword
Equipment|
Backpack
Bedroll
Chest
x2 Crowbar
Flask of Holy Water
Flask of Oil
Hammer
Set of Manacles
Mess Kit
Steel Mirror
x2 Tinderbox
x13 Torches
x10 Days of Rations
Waterskin
x3 Wooden Steaks
x40 feet of hempen rope
+6 Glow Crystals
Spellcasting Items|
x2 Holy Symbol(Wraithah)
Role-Play Items|
Prisoner Chain(Chain around your neck that marks you as a prisoner)
???|
Blank Book
+2 Demon Fingers
Equipment
N/A
Faction
Custom
Stat Array
Darkvision: 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.

Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Kaua'Koko: For being from Kaua'Koko you gain a +2 to damage rolls when you have an ally within 30 feet.

Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Divine Sense: 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. 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 3 times 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 10 Hit-Points
=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.

Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

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.

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

Channel Divinity
=Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
=Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
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

Metlgraymon.

Statblock Type

Verum Character Sheet

Link/Embed