Ahnok Zathyhm | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ahnok Zathyhm

Conquest Paladin 4 Class & Level
Knight/Inquisitor Background
Dragonborn Race
LG Alignment

Strength 18
+4
Dexterity 8
-1
constitution 10
+0
intelligence 13
+1
wisdom 14
+2
charisma 14
+2
Total Hit Dice 4
Hit Die
1d10+0
+2 proficiency bonus
+4 Strength
-1 Dexterity
+0 Constitution
+1 Intelligence
+4 Wisdom
+4 Charisma
saving throws
-1 Acrobatics
+2 Animal Handling
+1 Arcana
+6 Athletics
+2 Deception
+1 History
+2 Insight
+6 Intimidation
+3 Investigation
+2 Medicine
+1 Nature
+2 Perception
+2 Performance
+2 Persuasion
+5 Religion
-1 Sleight of Hands
-1 Stealth
+2 Survival
skills Intimidation ADV Persuasion DIS proficiencies

 
18
Armor Class
36
Hit Points
-1
Initiative
30
Speed
Greatsword 1d20+8 2d6+6
Mace 1d20+6 1d6+4
Attacks
Armor: all
Weapons: all
Tools: Chess
Language: Celestial, Common (Rasendtwaldisch), Draconic, Dwarvish, Undercommon
Proficiences
Breath Weapon: Acid, 30 x 5 ft line, DC 12 Dexterity saving throw. Fail 14 (4d6) acid, success half. You have a pool of 4d6 acid damage per day, which refills on a long rest. 1 round cooldown.
Spellcasting
I can no longer enjoy the finer things - good food, wine, women; for I am dead. But I know that I deserve my fate.
Personality Traits
Bring law and order through might.
Ideals
I have an oath to Kelemvor and devotion to my retinue.
Bonds
Hotheaded, aloof, and vain.
Flaws

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Aeturna

Shadow Greatsword of Remembered Glory

Weapon

Uncommon Requires Attunement

This greatsword remembers who its wielder was before his lost his life and limb, and was resurrected as a Revenant.



When this greatsword is wielded by at least one missing limb, it gains a +1 to attack and damage rolls. In dim light, it also gains a +1 to attacks and damage.

Type Damage Damage Range
Martial Melee 2d6 / 2d6+2 Slashing

Cost: 200
Weight: 9lb

Aeturna

Indomitable Mace of Vermin

Weapon This mace calls to the crawling things of the earth!

When this mace is placed on the ground, insects, snakes, and vermin are uncontrollably attracted to this item. Any such scuttling creatures will fly to lit like moths to a flame.

When the bearer of this mace is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken. Uncommon
 

Type Damage Damage Range
Simple Melee 1d6 Bludgeoning

Cost: 200 gp Weight: 4 lbs

Aeturna

Sacred Icon of the Reaper

Spellcasting Focus This holy symbol of Kelemvor is a spellcasting focus for a Paladin.

You r Lay On Hands healing pool is increased by 5 hit points, and you have advantage on death saving throws while you are attuned to this item. Uncommon -- Requires Attunement
 

Cost: 350 gp Weight: .1 lbs

Aeturna

Consecrated Splint Armor of Shielding

Armor Treat this as a +1 armor when the wearer is being attacked by undead.

This item contains 2 unreplenishable charges of the Shield spell. Uncommon -- Requires Attunement
 


 
Type AC STR Req. Stealth Dis.
Heavy 17 12+ Yes

Cost: 350 gp Weight: 20 lb

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When cast this spell using a spell using a spell slot of 2nd level or higher, the healing increases by 1d8 + your spellcasting ability modifier for each slot above 1st.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

PHB: P. 215

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a cup of water
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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Available for: Paladin (Conquest), Warlock

PHB: P. 223

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: V
Duration: 1 round
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.
At higher levels: When you cast this spell using a spell slot of 2nd Level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Paladin

PHB: P. 234

Divine Favor

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Available for: Paladin

PHB: P. 270

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
  The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

PHB: P. 275

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V, S, M
Materials: a small parchment with a bit of holy text written on it
Duration: Concentration, Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

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