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Lotto Love

Dragonborn (red) Race
The Rift / Lu'us Origin
Paladin 3 Class & Level
Neutral Good Alignment
Glory Deity
Steton Striders Faction
Member Rank/Position
1 Loyalty
Da Balzdheep-Love Unit Company

Strength 18
+4
Dexterity 11
+0
constitution 14
+2
intelligence 10
+0
wisdom 11
+0
charisma 18
+4
Total Hit Dice 3
Hit Die
1d10+2
+0 proficiency bonus
+4 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+6 Athletics
+4 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+4 Performance
+6 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
3
MV

Prestige
1
Attunement Slots
20
Armor Class
31
Hit Points
+0
Initiative
30
Speed
Battleaxe (1H) 1d20+4+2 1d8+4
Feller's Blade (2H) 1d20+4+2+1 2d6+4+1
Attacks

Skill Proficiencies



Athletics
Intimidation
Persuasion

Tool Proficiencies



Brewer's Supplies
Lute

Proficiences
Paladin Spell Casting

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 (found in chapter 5) as a spellcasting focus for your paladin spells.

Spellcasting
GLORIOUS INVENTORY
Glorious Battleaxe

Glorious Shield (affixed with Holy Emblem of a Sword)

Devil's Luck, the Herald of Glory (Feller's Blade, +1 Greatsword)

Glorious Plate Armor

Glorious Brewer's Supplies

Glorious Lute

Glorious Staff

Glorious Traveler's Clothes

Glorious Hunting Trap

Glorious Bullseye Lantern

Glorious Strider Trophy (Plesiosaurus' Scales)

1x Glorious Potions of Healing

1x Glorious Bandolier (Potions)

Glorious Antitoxin

Glorious Scroll of Mistystep

Hand Crossbow

Chain Shirt

Short Sword

8 Bottles of Shine

Glorious Explorer's Pack

-backpack
-bedroll
-mess kit
-tinderbox
-8 torches
-9 days of rations
-waterskin
-50 ft of hempen rope

Equipment
Steton Striders
Faction
Mad Man
Stat Array
Breath Attack

Breath Attack (15ft Cone, 2d6 Fire Damage 12 Dex DC)



You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.


Divine Sense

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

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.


Divine Smite

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.


Dueling

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.


Divine Health

Divine Health



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


Oath of the Ancients

Oath of the Ancients



The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a Glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath of the Ancients Spells

3rd ensnaring strike, speak with animals
5th moonbeam, misty step
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride


Nature's Wrath

Channel Divinity: Nature's Wrath



You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.


Turn the Faithless

Channel Divinity: Turn the Faithless



You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.


Resistance to Fire Damage




Languages Known: Common and Draconic



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

akacaptaintang.

Statblock Type

Verum Character Sheet

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