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Virgil Lightcourse

Aasimar (Protector) Race
Orde/Wallborn Origin
Paladin (Devotion) 6 Class & Level
Neutral Good Alignment
Lorn Deity
Steton Striders Faction
Member Rank/Position
6 Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 15
+2
intelligence 10
+0
wisdom 13
+1
charisma 18
+4
Total Hit Dice 6d10
Hit Die
1dd10+2
+3 proficiency bonus
+3 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+4 Wisdom
+7 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+3 Athletics
+4 Deception
+0 History
+4 Insight
+4 Intimidation
+0 Investigation
+1 Martial
+4 Medicine
+0 Nature
+4 Perception
+4 Performance
+7 Persuasion
+3 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
16
MV
1
Prestige
1
Attunement Slots
21
Armor Class
58
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Lorn's Shining Finger 1d20+7 1d8+1d6+4
+1 Longsword - Minor Very Rare - Attunement
In death comes life, and in rot comes room for new life. Such is believed and portrayed by the devout follower of the Duke of Decay who once crafted this beautiful longsword once used by an old military commander, pouring his overwhelming feelings of loss, the absence of his friends, and his love for them into the blade, so that he may protect all allies he makes along his path. Through the power of blessed flame, the scale of a fiery drake, and a loving bishop, this sword has been made more than it was. More than could be anticipated.
While attuned to this longsword, the spirit of the commander who once wielded it bolsters your voice and authoritative presence. You can make your voice heard up to 300 feet away. Additionally, you gain the following benefits:
Beacon of Radiance: This longsword deals an additional 1d6 fire damage on a hit. It also sheds bright light out to 20 feet, and dim light for an additional 20 feet. When in direct sunlight, this damage changes to radiant damage, and the bright light is sunlight.
Heed My Order: When you hit a hostile creature with this weapon on your turn, you can send a blaze of white fire to an ally, bolstering them. You can use a bonus action to perform one of the following orders (an ally can only benefit from an order if they can hear you, and this order lasts until the end of their next turn):
- Give Them No Quarter! You can command an ally to move towards a target you can see, preventing your foes from gaining a moment to rest. Your ally can use their reaction to move up to half their movement speed in a straight line towards the target without provoking opportunity attacks. This ability can be used twice, with both uses refreshing on a short or long rest.
- Press the Advantage! You can command an ally to attack the same target you hit, the foe reeling from your radiant presence. That ally's next attack against the target has advantage. This ability can be used twice, with both uses refreshing on a short or long rest.
- Strike Them Down! You can command an ally to attack a target you can see, your charisma empowering their blow. If they land a successful attack against the target, the attack deals an extra 1d6 fire or radiant damage (your choice).
Military Knowledge: You have advantage on Intelligence (History) checks regarding military battles or military hierarchy.
Dawnbreaker 1d20+7 1d8+4
Attacks
Tool Proficiencies: Brewer Supplies, Bag Pipes
Proficiences
Steton Striders
Faction
Madman
Stat Array
Racial Traits:

  • Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. 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.

  • Celestial Resistance: You have resistance to necrotic damage and radiant damage.

  • Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

  • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.

  • Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

  • Origin Traits:

  • Orde Origin: +1 Charisma, Skill Proficiency - Religion

  • Wallborn: You have an advantage on attack rolls for opportunity attacks. Skill Proficiency - Perception

  • Class Traits:

  • Churchboon: +1 Wisdom

  • Lipservice: Skill Proficiency - Medicine

  • Fighting Style Defense: While you are wearing armor, you gain a +1 bonus to AC.

  • Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.

  • Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Faction Traits:

    Tool Proficiencies: Brewer Supplies, Bag Pipes

    Attribute Cap Increase: Strength +2; This boosts the maximum of an ability score but not the score itself.

    Feats:

    ASI: +1 Strength, +1 Charisma
    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

    Arcadum.

    Statblock Type

    Verum Character Sheet

    Link/Embed