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Ozilith Ranthur

Yuan-ti Race
Badlands/Doomsayer Origin
Paladin (Oath of Redemption) 12 Class & Level
Lawful Good Alignment
Glory Deity
Steel Saints Faction
Ambassador/First Sergeant Rank/Position
33 Loyalty
Company

Strength 18
+4
Dexterity 11
+0
constitution 16
+3
intelligence 12
+1
wisdom 13
+1
charisma 20
+5
Total Hit Dice 12
Hit Die
1d10+3
+4 proficiency bonus
+11 Strength
+7 Dexterity
+14 Constitution
+8 Intelligence
+12 Wisdom
+16 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+1 Arcana
+8 Athletics
+5 Deception
+1 History
+1 Insight
+5 Intimidation
+1 Investigation
+5 Martial
+1 Medicine
+1 Nature
+5 Perception
+5 Performance
+9 Persuasion
+1 Religion
+0 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
25
Armor Class
132
Hit Points
+0
Initiative
30ft
Speed
Attacks
Paladin

Paladin Proficiencies: Light, Medium and Heavy armor. Simple and Martial Weapons. Wisdom and Charisma Saving Throws. Insight and Martial.

 

Steel Saints

Steel Saints Proficiencies: Land Vehicles and Gaming Set (Cards).

 

Exotic Proficiencies

Daborakian Kite Shield.

 

Tool Proficiencies

Brewer's Supplies

 

Proficiences
Spellcasting DC

Spellcasting DC is 8+4(Proficiency)+5(Charisma Modifier). DC 17

 

Innate Spellcasting

Poison Spray, Animal Friendship, Suggestion. Casting mod is Charisma.

 

Spellcasting Mod is Charisma. 12th level Paladin, can prepare 11 spells.
Oath Spells

Sanctuary, Sleep (1st). Hold Person, Calm Emotions (2nd). Counterspell, Hypnotic Pattern (3rd).

 

Prepared Spells

Shield of Faith, Bless, Protection from Evil and Good (1st level). Aid, Magic Weapon (2nd level). Aura of Vitality, Crusader's Mantle, Dispel Magic, Remove Curse, Revivify (3rd level).

 

Spellcasting
Money

6000gp

 

Equiped

The Shining Sword Series: Guardian of Hope (Attuned)
Blade of Redemption
The Shield of Saint Aldrec (Attuned)
Helm of Enlightenment (Attuned)
Red Silken Thread
Bandolier x3
Masterwork Bandolier x1

 

Unequiped Weapons/Armor

Silvered Longsword
Jiazis
Masterwork Longsword
Shield of Saint Aldrec (Attuned)
Masterwork Shield
Javelin x5
Full Plate

 

Total Potions

Poor Quality Potion of Greater Healing x3
Potion of Greater Healing x14
Potion of Superior Healing x56
Potion of Heroism x9
Potion of Invulnerability x27
Potion of Supreme Healing x15
Potion of Necrotic Resistance
Potion of Radiant Resistance
Elixir of Health x2
Potion of Water Breathing
Potion of Bottled Breath
Potion of Growth x4
Potion of Fly x10
Potion of Speed x9
Potion of Psychic Resistance x4
Potion of Invisibility x10
Oil of Slipperiness x6

 

Potions in Active Bandolier 1

Potion of Supreme Healing x1
Potion of Heroism x1
Potion of Invulnerability x1
Potion of Speed x1

 

Potions in Active Bandolier 2

Potion of Speed x1
Potion of Supreme Healing x1
Potion of Growth x1

 

Potions in Inactive Bandolier 1

Potion of Supreme Healing x3

 

Potions in Inactive Bandolier 2

Potion of Supreme Healing x3

 

Potion Reagents

1 Reagent of Psychic Resistance Potion
1 Reagent of Fire Resistance Potion

 

Spell Components

500gp Diamond x1
Diamond Dust (1100gp)

 

Total Spell Scrolls

Bless x5
Cure Wounds x9
Detect Magic x7
Dispel Magic
Shield of Faith (from Azolon)
Shield of Faith
Heroism x3
Lesser Restoration x4
Protection from Evil and Good x8
Hold Person
Gentle Repose x5
Locate Object
Feather Fall
Aura of Vitality x2

 

Spell Scrolls in active Bandolier

Aura of Vitality x2
Gentle Repose x1
Protection from Good/Evil x1

 

Spell Scrolls in inactive Bandolier

Bless x2
Lesser Restoration x1

 

Crafting Materials

Crafting Tokens x147

 

Adventuring Gear

10 ft pole
Backpack
Bag of 1000 Ball Bearings
Bag of 20 Caltrops x3
Block and Tackle
Chalk x5
Climber's Kit
Flask (Empty) x2
Flask of Holy Water x8
Hammer
Healer's Kit (9 Uses remaining)
Hempen Rope (250 ft)
Manacles (With Key)
Oil Flask x10
Pitons x10
Rations x5
Shovel
Vial x2 (Empty)
Waterskin
Masterwork Brewer's Supplies
Warhorse Splint Barding (On Tyrian)

 

Misc

Copy of Nyx's Will (RP Will pay it no mind)
Fine Clothes
Gold Necklace
Hastily Drawn Map of the Bards College
Map of Bards College
Music Box of a Lost Song
Music Box (Gift from Lanzu)
Necromancer's Spellbook (Absorb Elements, Shield, Mage Armor, Magic Missile, Mirror Image, Crown of Madness, Nystul's Magic Aura, Lightning Bolt, Animate Dead)
Nyx's Goodbye Letter
Pendant bearing Symbol of Glory (Worn)
Silver Necklace
Snake-like plant
Stuffed Bird

 

Magic Items

Helm of Enlightenment
Wondrous (Helm) - Very Rare - Attunement
This white helmet has been cleaned of once terrible visions that marked its surface, washed in a basin of holy water in an attempt to rid it of the energies lingering from the one who wore it prior, and painted with the symbol of Glory, the deity that he who cleansed this helm worships dearly. A sapphire rests within its forehead, crackling faintly with the residual energy of a terrible storm.
You gain a +3 bonus to your Wisdom score, to a maximum equal to your score cap.
You gain proficiency in Perception. Additionally, you have advantage on Wisdom (Perception) checks.
This item has 3 charges, which can be used for the following abilities.
Peer Through the Dark:iAs a bonus action on your turn, you can spend 1 charge to cloak your eyes with a golden light. For 1 minute you gain 60 feet of darkvision, and can peer through magical darkness. If you already have darkvision, it instead increases by 30 feet.
Banish The Dark: As an action on your turn, you can spend 2 charges to cast the Daylight spell as a 3rd level spell from the gem embedded within. This light is sunlight. This item regains all charges after a long rest. (Attuned)
Jiazis:
Longsword that deals +1 poison damage on hit
Ozilith's Resolve:
This piece of cherry wood has the symbol to Glory carved upon it, and is imbued with enchantment and a divine, peaceful like magic.
You can choose to gain advantage on a Charisma (Persuasion) ability check for the sole purpose of attempting to peacefully resolve a hostile social encounter, or calming a hostile individual. Success merely convinces them to avoid taking offensive actions in the moment; it does not affect their attitude or perspective towards the respective subject, or their responses to certain actions afterwards. Once you gain advantage in this way you cannot do so again until next dawn.
Red Silken Thread: These wedding rings have been modified to each hold a short piece of fine copper wire on the inside and enchanted with the Sending spell by the War Cleric Dabnir Ebonheart.
If the wearers are married to each other they each gain the following benefit: On Love's Wings: Once per long rest you can cast a single instance of the spell Sending from the magic within this ring. You can only target your spouse with this version of the spell, and when the ability is used the rings glow for a moment and grow warmer, with a feeling akin to that of a hug.
Morale Stalemate:
This handcrafted Dragonchess Set has been designed with the theme of the conflict between good and evil. On one side, the pieces are demonic, undead, monstrous, and painted gold, giving an impression of corruption. On the other, the pieces are angelic, radiant, feylike, and painted silver, giving a feeling of purity. This magical gaming board has been enchanted so that no matter who plays on it, regardless of experience or talent, it will always end a game in a draw. Furthermore, should a player vie in a game of Dragonchess on this set for at least 10 minutes, at the end of the game that player shall receive the benefits of the spell Protection from Evil and Good, which lasts on them for 10 minutes as well. Up to two players may receive this benefit at a time.
Sleep Anywhere Pillow:
This pillow functions as a bedroll if the user has at least 15 Constitution.
Tyrian: Find Steed Warhorse (Understands Common)
Blade of Redemption
+1 Longsword
A magical longsword that carries with it the will of redemption. It is steady, radiant, reliable and can cut deeply and powerfully through its victims, but when swung against an ally the weapon passes through them, giving soothing radiance that mends the wounds that the wielder could not take unto themselves.
This weapon deals an additional 1d4 radiant damage on a hit. This radiant damage is maximized if there is radiant damage from another source added to the damage of the attack.
If the wielder makes a melee weapon attack against an ally with this weapon, the attack automatically hits but cannot be a critical hit, and the ally instead regains hit points equal to half the damage rolled. A creature can't regain hit points from this weapon again until it has finished a short or long rest. This sword can restore hit points in this way three times, with all uses refreshing at the next dawn.refreshing at the next dawn.
Shield of Saint Aldrec
+2 Shield - Attunement - Worthy 3
If the wielder is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing this shield between themselves and the source of the effect. (You must be benefitting from the shield to use this)
Shining RushWhenever the wielder of this shield would use the Charger feat, all evil creatures adjacent to the charge path must succeed on a DC 8+Proficiency bonus+Charisma bonus Constitution saving throw or become blinded until the end of their next turn.
ComebackWhenever the attuned creature is actively benefitting from the armor bonus of this shield and falls unconscious due to hit point damage, they may choose to gain the effects of the Heal spell. This also removes any non-permanent debuff or negative condition from the target. This functions once per day.
Beacon of GloryAs an action, the wielder of this shield may activate the Beacon of Glory. All allies within 30ft are healed for 1d6 per character level, all enemies within this area take 1d6 per character level radiant damage. Enemies receive a DC DC 8+Proficiency bonus+Charisma bonus Constitution saving to halve this damage. This ability can only be used once per day. (Attuned)
The Shining Sword Series: Guardian of Hope
+2 Plate - Major Very Rare (6700gp, 67 days to craft) - Attunement: Paladin of Glory

A glorious armor that radiates with holy energies. Imbued with the faithful blessing of the Shield of the Innocent, bathed in the Frozen Pools, and imbued with a yuan-ti’s very own wish, his desire to be the bulwark against that which would stand against his friends, his family, those who he would fight to protect, and those he would die to protect.

Forever onward we continue, in honor of those left behind.

While wearing this armor, your Charisma score is increased by 2, to a maximum equal to your ability score cap. Additionally, you gain the following benefit:

Contagious Courage. Once per turn, whenever a creature within 30 feet of you would make a saving throw to resist being frightened, you can choose to make the saving throw instead (no action required by you) as long as you aren’t frightened or incapacitated. If the creature has been reduced to 0 hit points within the past minute, you make the saving throw for them with advantage. If you succeed the saving throw by 5 or more, you can use this an additional time in the same turn.
At 18th level, the range of this feature increases to 60 feet.

The use of the Frozen Pools has bestowed the following effects upon the armor:

Melting Resolve. You have disadvantage on saving throws made to resist the effects of hot climates, as described in Chapter 5 of the Dungeon Master’s Guide.

Stalwart Glacier. You have resistance to slashing damage.

You also gain access to the following abilities:

Protector of Hope. As an action, you can become a true protector of hope, wreathing your hands in golden light and lifting you from the ground, leaving a trail of light in your wake as you move. You gain the following benefits for 1 minute:
• The range of your paladin auras are doubled.
• You are considered to be hovering for the duration.
• You emit a 30-foot-radius aura that bestows the effects of the Beacon of Hope spell to friendly creatures within it.


Once you use this ability, you can’t do so again until you finish a long rest. You can end this transformation early as a reaction to activate the effects of Wings of Salvation without expending a use.

Wings of Salvation. When you and at least one other creature you can see within 120 feet of you would be subject to a Dexterity saving throw against a spell or effect that would deal damage, you can forgo the Dexterity saving throw as a reaction to plant yourself firmly in the ground, extending immense wings of protection behind you. The damage from the spell or effect overcomes your resistances, but not immunities. All creatures you choose in a 120-foot cone of your choice originating from you automatically succeed on the saving throw, and reduce the damage they take by twice your paladin level.
This ability has two uses, and you regain both on a long rest. (Attuned)
Bag of Money Holding
Is Bag of Holding, but for money only.
Shield of Mercy
+2 Shield – Major Very Rare (6,350gp) – Attunement (Paladin)
This finely crafted shield is engraved with the symbology of Vavren, with tear-drop sapphires lining its face that glow with a faint blue light when the attuned utilizes healing magic.

While attuned to this shield, you gain the following abilities and features:
-Life from Pain: Whenever the wielder of this shield would use their lay on hands ability, utilizing at least 5 points of healing, they restore an additional 1d8 hit points with the action.
-Flames of Restoration: As reaction whenever the wielder of this shield would deal radiant damage, but before they roll this damage, they can reduce the radiant damage they would deal in half, to heal one ally within 60 feet of them for half of this radiant damage. This can only apply once per source. You can use this ability three times per long rest.

[Base Material, Enchantment, Enhancement, Adornment]

 

Currently Crafting

N/A

 

Equipment
Steel Saints
Faction
The MAD Man
Stat Array
Traits:
Origin

Badlands Resilience: As a denizen of the Badlands you have +10 max HP and +2 to all saving throws.
Doomsayer: Whenever you roll a natural 1 on an attack roll, saving throw, or ability check while in combat you heal for HP equal to your constitution modifier.

 

Racial

Yuan-ti Pureblood ASI: +1 Intelligence +2 Charisma.
Innate Spellcasting: You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can only target snakes. At 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is the spellcasting ability for these spells.
Magic Resistance: You have advantage on saving throws against spells and other magical effects.
Poison Immunity: You are immune to Poison damage and the Poisoned Condition.

 

Lip Service

Lip Service of Glory: Athletics proficiency

 

Church Boon

Church Boon of Glory: +1 Strength.

 

Feats

Feats:
Resilient: Constitution

 

ASIs

Ability Score Increases:
4th Level: Resilient: Constitution
8th Level: +2 Strength
12th level: +2 Charisma

 

Class Features:
Divine Sense

Divine Sense: The presence of strong evil registers on your sense 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 celestia, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. 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+3(charisma mod) per long rest.

 

Lay on Hands

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 a 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 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.

 

Spellcasting

Spellcasting: You can prepare spells equal to your Charisma Mod (3) + your Paladin level divided by half (rounded down). 7 total.

 

Divine Smite

Divine Smite: When you hit with a melee attack, you may expend a spell slot to add 2d8 Radiant damage to the roll. This increases to 3d8 against Fiends and Undead. Spell Slots above 1st add an additional d8 to the damage.

 

Divine Health

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

 

Sacred Oath

Oath of Redemption.
Oath Tenets:
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

 

Channel Divinity

Channel Divinity:
Emissary of Peace: You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 to Charisma (Persuasion) checks for the next 10 minutes.
Rebuke the Violent: You can use your Channel Divinity to rebuke those who use violence. Immediately after an attack within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attack takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

 

Extra Attack

Extra Attack: You can attack twice instead of once whenever you take the Attack Action on your turn.

 

Aura of Protection

Aura of Protection: Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

 

Aura of the Guardian

Aura of the Guardian: Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

 

Aura of Courage

Aura of Courage: Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

 

Improved Divine Smite

Improved Divine Smite: By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

 

Faction Bonuses
Silver Eagle's Call

Silver Eagle's Call: A Steel Saint can use an action to let out a battle cry. All player character allies that can hear you within 30 feet can make an attack roll with a weapon against an enemy within the range of that weapon up to 30 feet. If the ally is a Steel Saint, they roll this attack with advantage. For each of these attacks that successfully deal damage, all player character allies within 30 feet of you are healed for 10 hit points. This ability can be used once per mission.

 

The Thunderer

The Thunderer:
The sound of Steel Saints banging their shields before battle can be heard loud and clear.
You can make a bonus action melee attack using your shield with proficiency. When you do, use your Strength modifier and do 1d4+your Strength modifier bludgeoning damage. When you make this attack you lose the shield’s AC until the start of your next turn. Should your shield have a flat bonus to AC (+1, +2, +3), you can add that bonus to its attack roll and damage roll.
This does not replace your current fighting style class feature.

 

Under the Gaze of Death

Under the Gaze of Death
While in a mission Steel Saints gain resistance to Necrotic damage.

 

Titles

Crusader
While this title is active, you gain the ability to strike out divine justice against those of wicked heart. Whenever you enter combat, you can activate this ability as a free action; the first attack in this combat made against an evil aberration, fey, outsider, or undead is an automatic critical hit. This ability can be used once per long rest. (Currently Active)

 

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

piereallygoodiful.

Statblock Type

Verum Character Sheet

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