Andas Furius Cestus | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Andas Furius Cestus

6 Level (0/23000 XP for level-up) Knight of the order Background Astrican Race / Species / Heritage Lawful Neutral Alignment
Paladin, Oath of Conquest
Level 6
Hit Dice: 6/6
1d10+2 Class 1

STR
18
+4
DEX
14
+2
CON
15
+2
INT
13
+1
WIS
14
+2
CHA
18
+4
63
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30 feet
Speed (walk/run/fly)
15 /
Lay on Hands
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+2 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
+4 Deception CHA
+4 History INT
+2 Insight WIS
+7 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+5 Perception WIS
+4 Performance CHA
+7 Persuasion CHA
+1 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Falchion +10 STR 2d4+4 Slashing
 Brutal, Parry
Falchion +10 STR 2d4+4 Slashing
 Brutal, Parry
Javelins +9 STR 1d6+4
 5 OF DEM
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Detect Evil
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.

Disease Immunity - Level 3 paladins are immune 2 disease nigga

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.

Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Features & Traits
Splint Mail
2 Longsword
Clothes
Backpack
Priests Pack
Holy Symbol
50 Foot Rope
4 pounds dry pork
Grappling hook
Ink 1 ounce
Ink pen
5 sheets of parchment
10 feet chain

Equipment Copper: 34, Silver: 25, Electrum: 0, Gold: 47, Platinum: 0 Money
CHANNEL DIVINITIES
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

SPELLS
Armor of Agathys
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

Command
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
Spellcasting
Languages
Common
Astrican
Beolshaer

Languages & Proficiencies
CHOSEN FEATS
DUAL WIELDER
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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