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Isten

Aasimar (Fallen) Race
Orde/Church Child Origin
Paladin 5 Class & Level
Unsure. Not Chaotic or Evil. Alignment
Vavren Deity
Inquisition Faction
Ambassador Rank/Position
3 Loyalty
Company

Strength 12
+1
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 11
+0
charisma 18
+4
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+1 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+7 Charisma
saving throws
+4 Acrobatics
+0 Animal Handling
+0 Arcana
+4 Athletics
+4 Deception
+3 History
+3 Insight
+4 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+3 Perception
+4 Performance
+4 Persuasion
+3 Religion
+4 Sleight of Hands
+4 Stealth
+0 Survival
skills

 
10
MV
0
Prestige
1
Attunement Slots
18
Armor Class
52
Hit Points
+4
Initiative
30 ft.
Speed
WeaponAttackDamageRangeSpecial Qualities
Silvered Rapier 1d20+7 1d8+6 piercingMeleeSilver, Finesse
Su Im Lang (Longbow) 1d20+7 1d8+4 piercing
+ 1d4 radiant
150/600 ft.Magical, Ranged, Ammunition,
Heavy, Two-Handed
Attacks
Saving Thows: Wisdom, Charisma
Skills: Religion, History, Perception, Athletics, Insight
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Martial
Tools: Disguise Kit, Poisoner's Kit
Proficiences
Spell save DC = 15 (8 + your proficiency bonus + your Charisma modifier)
Spell attack modifier = +7 (your proficiency bonus + your Charisma modifier)

Cantrips:
Guidance, Light

First Level:
Bane*, Hunter's Mark*
Bless, Command, Heroism, Wrathful Smite

Second Level:
Hold Person*, Misty Step*
Aid, Lesser Restoration



from Origin/Race
* from Vengeance archetype
Spellcasting
Wealth:
1587gp, 13sp

Combat:
Silvered Rapier
Su Im Lang
Quiver
Arrows (60)
Net
Studded Leather Armor
Shield

Consumables:
Potion of Healing (5)
Potion of Greater Healing
Scroll of Aid
Scroll of Bless
Scroll of Heroism
Scroll of Protection from Evil and Good

Tools:
Healer's Kit
Disguise Kit
Poisoner's Kit
Thieves' Tools

Adventuring:
Backpack
Mess Kit
Tinderbox
Torch (5)
Rations (5)
Waterskin
Pole of Collapsing
Spyglass
Holy Water (Flask)

Miscellaneous:
Inquisition Badge
Holy Symbol (Amulet)
Fine Clothes
Crafting Token (1)
Tier 1 Food Token

Lunasta (Celestial Warhorse from Find Steed):
Large Mount Equipment
Longbow
Climber's Kit
Alchemist Supplies
Bedroll
Hempen Rope (50 ft.)
Rations (5)
Torch (5)

Crafting stuff:
Wraith Shroud
Superior
Base Material, Adornment
Armor, Shield
Dexterity
Astral, Incorporeal, Spectral, Ethereal
Special: Lucky

Stefan McCallister
Poor
Special Crafter
Weapons, Wondrous
Intelligence
Poison, Healing, Alchemy
(Granted by DM Cephalopodo)
Equipment
Inquisition
Faction
Madman
Stat Array

Racial:


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.

Necrotic Shroud:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Origin:


Orde:
You gain a +1 to Charisma
Skill Prof – Religion

Church Child:
You gain a cantrip from the cleric spell list and may cast it at character level.
Skill Prof – History

Faction:


Attribute Cap Increase:
Charisma +2 (This boosts the maximum of an ability score but not the score itself.)

Fury of the Light:
Once per One Shot, Expedition or Act of a Campaign. A member of the Inquisition may call upon the light to empower their next attack. This must be decided to be used at the start of the turn in which you wish to use it. It empowers the next attack, that if it hits, it is considered a critical hit. If the attack misses, the effect is wasted. If this is used against a target without the evil alignment, the effect is wasted. This may only be used on an effect with an attack roll.

Loyalty (3):
+3 HP, +150 Gold Per Day Job

Ambassador:
+5 HP

Paladin:


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 × 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:
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:
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

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

Ability Score Improvement (Dexterity):
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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

Oath of Vengeance:


Channel Divinity:
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Abjure Enemy:
As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity:
As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
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