Remove these ads. Join the Worldbuilders Guild

Zodos

Triton Race
Origin
Paladin 4 Class & Level
NG Alignment
Kessa Deity
Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 12
+1
constitution 16
+3
intelligence 13
+1
wisdom 15
+2
charisma 16
+3
Total Hit Dice 1
Hit Die
1dd10+3
+2 proficiency bonus
+3 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+2 Animal Handling
+1 Arcana
+5 Athletics
+3 Deception
+1 History
+2 Insight
+5 Intimidation
+1 Investigation
+0 Martial
+4 Medicine
+1 Nature
+2 Perception
+3 Performance
+3 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+2 Survival
skills

 
8
MV
0
Prestige
3
Attunement Slots
18
Armor Class
40
Hit Points
+1
Initiative
30ft, 30ft swim
Speed
Halberd 1d20+5 1d10+3 Slashing, Reach, Heavy, two-handed
Pike 1d20+5 1d10+3 Piercing, Reach, Heavy, two-handed
Mace 1d20+5 1d6+3 Bludgeoning
Longbow 1d20+3 1d8+1 Piercing, ammunition (150/600 ft.), heavy, two-handed
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: Carpenter's Tools (STR/CON)
Saving Throws: Wisdom, Charisma
Skills: Athletics, Intimidation, Medicine, Religion
Proficiences
Prepared Spells (CHA+ 1/2Pal Lvl= 4)
1st:
Bless
Protection from Good and Evil
Cure Wounds
Shield of Faith
Shield (time)
Sanctuary (time)
Spellcasting
7 gp

Plate Armor 18AC
Halberd
Pike
Longbow, 20 arrows
Mace
Explorer's Pack (a backpack,a bedroll,a mess kit, a tinderbox,10 torches, 10 days of rations,a waterskin, 50 feet of hempen rope)
2 healing potion (2d4+4)
Crystallized Radiance
The gem acts as a defense against the forces inside the Shadow Forest. It is a 1-time use item that will allow you to turn a failed save in the forest into a success. **There are forces that are more powerful than what this gem can prevent inside the forest**


holy symbol of Kessa (Goddess of the Ocean and Compassion)

Flail Snail Shell Shard
A Prismatic Patina coats these pieces of shell, though the lifeforce that made it shine is no more.

May be fashioned into A spell casting focus, weapon or, shield.

All: Attunement:
As a reaction to being targeted by a spell or spell like effect, you can gain a bonus of +2 to either your AC or saving throws until the start of your next turn. Once you’ve used this ability, you can’t use it again until you finish a short or long rest

Focus: As an action this [item] sheds bright light for 20 feet and dim light for an additional 20 feet for one minute or until you end it as a free action.

Weapon: This weapon is considered magical.

Shield: If you have the Protection Fighting style, when you use it to impose disadvantage on an attack, if the attack still hits, the damage it is reduced by 1d4.

 


Black Shard (message stone)
Black Shard Commune
Wondrous Item
When holding this stone, you may as an action cast the Message cantrip with targeting limited to another person you are aware of in possession of one of these stones.

Message
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Equipment
15,12,15,15,13,15
Stat Array
5'1", 94 lbs

Paladin
Divine Sense PHB p82
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 PHB p82
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.

This feature has no effect on undead and constructs.

Divine Smite PHB p82
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.

Fighting Style PHB p82
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Great Weapon Fighting p72
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting
PHB p82
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

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= 13
Spell attack modifier = your proficiency bonus + your Charisma modifier= 5
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

---------------------
Feats
Polearm Master PHB p168
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

------------------------
Triton
Swim Speed. You have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
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.
Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Languages. You can speak, read, and write Common and Aquan/Primordial.

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

Znazl.

Statblock Type

Verum Character Sheet

Link/Embed