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Captain Alestorm Morgans

Triton Race
Badlands/Doomsayer Origin
Vengeance Paladin 6(2) Class & Level
Lawful Neutral Alignment
Babylon Deity
Crowsworn Faction
Rank/Position
0 Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 6
Hit Die
1d10+3
+3 proficiency bonus
+5 Strength
+2 Dexterity
+5 Constitution
+2 Intelligence
+5 Wisdom
+8 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+6 Athletics
+3 Deception
+0 History
+0 Insight
+6 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+6 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
17
MV
1
Prestige
1
Attunement Slots
21
Armor Class
73
Hit Points
+0
Initiative
30/30 Swim
Speed
WeaponAttackDamageTypeRangeSpecial
Anchored Arbir 1d20+6 1d10+3+1 Slashing/Force10 feetHeavy, Reach, Two-Handed. Add 1d4 to first attack roll after a long rest.
Silvered Halberd 1d20+6 1d10+3 Slashing10 feetHeavy, Reach, Two-Handed.
Quarterstaff 1d20+6 1d6+3 Bludgeon5 feetVersatile 1d8+3
Silver Dagger 1d20+6 1d4+3 Piercing5 feetFinesse, Thrown(20/60), Light
////////////////////+1 Scythe 1d20+7 1d10+4 Slashing10 feetHeavy, Reach, Two-Handed.///////
Rivet Bolter 1d20+4 1d10+1+1d4 Piercing100/400 feetHeavy, Two-Handed, Range. Loading (Every 6th shot)
Polearm Master 1d20+6 1d4+3 BludgeonWeapon DependentBonus-Action with Polearms
Attacks
Armor
Light, Medium, Heavy, Shields
Weapons
Simple, Martial
Tools
Brewer's Kit
Saving Throws
Wisdom, Charisma
Skills
Athletics, Intimidation, Persuasion
Proficiences
Spell Attack:+6 / Spell DC:14

Prepared Paladin Spells
Level 1
Bane , Hunter's Mark , Cure Wounds , Shield of Faith , Bless , Divine Favor

Level 2
Hold Person , Misty Step , Find Steed


Triton Spells
Fog Cloud , Gust of Wind , Wall of Water
Spellcasting
Load: 233/240

Money: 1 lbs
0 Platinum
50 Gold
0 Electrum
0 Silver
0 Copper
Magic Items: 30 lbs
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The Tide Turner , 6 lbs
This shield has been fashioned out of the wheel of a small ship and reinforced with the tusk of a giant boar. While wearing this shield, you have advantage on Dexterity(Acrobatics) checks to maintain your footing on rocking or shifting surfaces.

The Dread Eye-rate
While usually appearing as a regular black eyepatch it can at times give off an eerie glow for a brief, unsettling moment
This item has two charges that restore each day at dawn
Dread Eye: Immediately before rolling you may expend a charge to have advantage on an Charisma (Intimidation) check.

Rivet Bolter , 18 lbs
+1 Heavy Crossbow - Major Rare (2650gp) - Attunement
This heavy crossbow is built from heavy brass and bronze inlays set upon a steel frame, with steel wire locking in and launching the eight round bolt shot clip that rotates after each shot until empty.

While attuned to this +1 heavy crossbow, you gain access to the following abilities:
Blasting Power: The rotating chamber of this crossbow is infused with concussive energy, causing each bolt fired from it to deal an additional 1d4 force damage.
Rotating Chamber: This crossbow can fire six times before it needs to be loaded, as per the loading weapon property. If you possess the Crossbow Expert feat, you can spend a bonus action to cause your next attack to deal 1d6 force damage instead of 1d4. Once you do this three times, you must complete a short or long rest before you can do so again.
Image

Anchored Arbir , 6 lbs Attuned
Halberd - Major Uncommon (900gp) - Attunement

This item was crafted to look akin to an anchor attached to a halberd, bones arranged into the shape of a Jolly Roger with the holy symbol of Babylon wrapped around its neck forged into the metal.

On a hit, this weapon deals an additional 1 force damage. Additionally, you can add 1d4 to the first attack roll you make after completing a long rest.

Slots used: Base Material
Image


Regular Items: 178 lbs ;
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  • Quarterstaff, 4 lbs

  • A Cask of Doan’s Copse Honey Mead from the Grey Cask inn and Tavern

  • Priest's Pack, 24lbs
    Includes:
    a backpack
    a blanket
    10 candles
    a tinderbox
    an alms box
    2 blocks of incense
    a censer
    vestments
    2 days of rations
    a waterskin.

  • Lamp, 1 lbs

  • 1 Oil Flask, 1 lbs

  • 2 Torches, 2 lbs

  • Holy Symbol of Babylon (Amulet), 1 lbs

  • Brewer's Kit, 9 lbs

  • Shade Mark

  • 50 Pound Dumbbell, 50 lbs

  • Silver Dagger (Butterfly Knife), 1 lbs

  • 5 Sets of Dice

  • Playing Card Set

  • 2 Crossbow Bolt Cases, 2 lbs

  • 2 x 20 Crossbow Bolt Sets, 3 lbs

  • Caligrapher's Supplies, 5 lbs

  • Silvered Halberd, 6 lbs

  • +1 Plate Mail, 65 lbs

  • Iron Crown

  • Fine Clothes, 6 lbs

  • Potion Bandolier

  • Scroll Bandolier




Loose Potions: 2 lbs
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  • 1 Potion of Healing, 2 lbs



  • Loose Scrolls: 13 lbs
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  • 1 Catapult

  • 3 Bless

  • 4 Cure Wounds

  • 2 Shield of Faith

  • 2 Divine Favor

  • 1 Hunter's Mark



  • Bandoliers: 9 lbs
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    Potion Bandolier:
  • Potion of Healing, 2lbs

  • Potion of Healing, 2lbs

  • Potion of Healing, 2lbs

  • Scroll Bandolier:
  • Scroll of Cure Wounds

  • Scroll of Shield of Faith

  • Scroll of Divine Favor



  • Crafting Materials
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    Beaming Bulwark
    Base Material, Enchantment, Adornment
    Weapons, Armor, Wondrous
    Charisma,Strength
    Law,Radiant,Fortitude,Constancy
    Blessed


    Stone of Virtue: Compassion
    Base Material, Enchantment, Adornment
    Weapons, Armor, Shields
    Wisdom, Charisma
    Radiant, Hope, Life, Leadership, Kindness, Aid


    Crafting Tokens: 2


    ///Special Crafter
    Quill (1 use) Weapons, Wondrous Intelligence, Dexterity Clockwork, Air, Flight Quality: Superior Special Effects: Quill increases the chance of success on any item made by 5%.
    Equipment
    Crowsworn
    Faction
    Madman
    Stat Array
    Origin, Faction, Feats:
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    Doomsayer
    Whenever you roll a 1 on an attack roll, saving throw or skill check in combat, you are healed for a number of hitpoints equal to your Constitution modifier (The heal takes place after the effect of the roll, e.g you miss and then you are healed, not before.).

    Faction: Dark Pact (Past)
    Attribute Cap Increase: Strength 22
    Tool Proficiency: Brewer's Kit
    Devil's Luck – The dark ones look out for their own. Once per long rest, whenever the character would make a roll, modified by inspiration, they may roll again and accept the highest result.


    Faction: Crowsworn (Current)
    Attribute Cap Increase: Charisma 22
    Tool Proficiency: Brewer's Kit
    Devil's Luck – The dark ones look out for their own. Once per long rest, whenever the character would make a roll, modified by inspiration, they may roll again and accept the highest result.


    Feat: Polearm Master
    When you take the Attack action and attack with only a glaive, halberd, quarterstaff or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.

    While you are wielding a glaive, halberd, pike, quarterstaff or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.



    Racial:
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    Swim Speed
    You have a swimming speed of 30 feet.
    Amphibious
    You can breathe air and water.
    Control Air and Water
    A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
    Emissary of the Sea
    Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
    Guardians of the Depths
    Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.


    Class:
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    Divine Sense
    As an action, 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 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. 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.

    4 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 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.

    30

    Fighting Style: Defense
    While you are wearing armor, you gain a +1 bonus to AC
    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.
    Divine Health
    By 3rd level, the divine magic flowing through you makes you immune to disease.
    Oath of Vengeance
    Oath Spells: Bane, Hunter's Mark
    Level 2: Hold Person, Misty Step

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

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    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.
    ( + 3 )
    At 18th level, the range of this aura increases to 30 feet.


    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

    Ongsay.

    Statblock Type

    Verum Character Sheet

    Link/Embed