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Vess Kobek

Kobold Race
*shrug* Origin
Devotion Paladin 3 Class & Level
LN Alignment
Torm Deity
*shrug* Faction
Knight Champion (self-proclaimed) Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 11
+0
constitution 10
+0
intelligence 12
+1
wisdom 13
+1
charisma 18
+4
Total Hit Dice
Hit Die
1d+0
+0 proficiency bonus
+4 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+3 Animal Handling
+0 Arcana
+6 Athletics
+4 Deception
+1 History
+1 Insight
+4 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+1 Nature
+1 Perception
+6 Performance
+6 Persuasion
+1 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
5
MV

Prestige

Attunement Slots
18
Armor Class
27
Hit Points
+0
Initiative
30
Speed
Lance 1d20+6 1d12+4
Javelinx3 1d20+6 1d6+4
Attacks
Simple/Martial Weapons, All Armor types, Shields.
Musical Instrument: Horn
Skill Prof: Persuasion, Performance, Athletics, Animal Handling
Languages: Common and Draconic
Proficiences
Spells Prepared = CHA + 1/2 Paladin Levels = 5
Spell DC = 14
Spell Attack Modifier = +6
Prepared Spells -
1st Level - Heroism, Compelled Duel, Cure Wounds, Shield of Faith
Spellcasting
Chainmail, Shield, Lance, Holy Symbol of Torm, Explorer's Pack
328gp
Potion of Healing x2
Candy Jar
Candy jar - Common - 10gp
This jar refills with 1d2 butterscotch hard candy a day up to 20 candies

52 Sets of Mushrooms (rations)
Warhorse -Gus
Equipment
*shrug*
Faction
randchar 16/11/10/12/13/18
Stat Array
Race Stats
+2 STR


Background
Gained proficiency with Athletics, Animal Handling, and Horn


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.


Divine Sense
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
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.


Grovel, Cower, and Beg
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.


Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.


Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Protection Fighting Style
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


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.


Channel Divinity: Sacred Weapon
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


Channel Divinity: Turn the Unholy
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

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

Xiiharu.

Statblock Type

Verum Character Sheet

Link/Embed