Remove these ads. Join the Worldbuilders Guild

Futaro Kaori

Minotaur Race
Daborak (Cavalryman) Origin
Paladin (Vengeance) 3 Class & Level
Chaotic Good Alignment
Iass Deity
Factionless Faction
N/A Rank/Position
N/A Loyalty
N/A Company

Strength 18
+4
Dexterity 11
+0
constitution 17
+3
intelligence 11
+0
wisdom 10
+0
charisma 14
+2
Total Hit Dice 3d10
Hit Die
1d10+3
+2 proficiency bonus
+4 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+6 Athletics
+2 Deception
+0 History
+2 Insight
+4 Intimidation
+0 Investigation
+2 Martial
+0 Medicine
+0 Nature
+2 Perception
+2 Performance
+4 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
17
Armor Class
31
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Greatsword 1d20+6 2d6+4
Hand Axe 1d20+6 1d6+4
Javelin 1d20+6 1d6+4
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Athletics, Insight, Persuasion, Intimidation


Proficiences
Lay on hands: 15 (5 to cure stuff)

3 1st level spell slots
Bane
Show spoiler

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.

Hunter's Mark
Show spoiler

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.

Detect Magic
Show spoiler

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Thunderous Smite
Show spoiler

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Channel Divinity
Show spoiler

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

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.

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.

Divine SMITE
Show spoiler

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.

Command
Show spoiler

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.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Spellcasting
greatsword, iass's symbol, chain armor

4 healing potions
Equipment
Factionless
Faction
The Madman
Stat Array
You gain a +1 to melee attack rolls whenever you would move at least 20ft or more before the attack.

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 – The god Astaroth in a rare moment of compassion, with assistance from Cassius, released the Minotaurs from the terrors of the wizard Tyre. In return the Minotaurs are blessed with some of the two deities divinity. 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.
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

furyfierywolf.

Statblock Type

Verum Character Sheet

Link/Embed