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Zret

Ratfolk Race
Rift Lu'us Origin
Paladin 1 Class & Level
Chaotic Neutral Alignment
Sekelcuse Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 17
+3
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+0 Strength
+3 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+0 Arcana
+0 Athletics
+6 Deception
+0 History
+1 Insight
+6 Intimidation
+0 Investigation
+1 Martial
+1 Medicine
+0 Nature
+1 Perception
+4 Performance
+6 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
12
Hit Points
+3
Initiative
30ft
Speed
WeaponAttackDamage
Rapier 1d20+5 1d8+3
Bite 1d20+5 1d4+3
Attacks
Deception (Sekelcuse)
Stealth (ratfolk)
Persuasion (Paladin)
Intimidation (Paladin)
Slight of hand (Factionless start)
Denied skill- Insight

Leatherworkers Tools (Factionless start)
Proficiences
Level 1 paladin Kek
Spellcasting
Rapier
Shield
Dagger
an Explorer's Pack
Chain Mail
holy Symbol

Equipment
Factionless
Faction
The Mad Man
Stat Array
Divine Sense
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
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.

This feature has no Effect on Undead and Constructs.

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.

Keen Smell
You have advantage on Wisdom (Perception) checks that rely on smell.

Enfeebling Bite
Your bite is a natural weapon you can use to make unarmed strikes. Your bite counts as a finesse weapon, and as such, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier.
When you hit with your bite, you can have the enemy make a Constitution save against a DC equal to 8 + your proficiency + your Wisdom modifier or they deal only half damage with weapon attacks that use Strength until the start of your next turn. You can use this ability a number of times equal to your proficiency and you regain all uses when you finish a short or long rest.

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

poison57.

Statblock Type

Verum Character Sheet

Link/Embed