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Mia

Variant Human Race
Daborak (Plainsrunner) Origin
Paladin (Conquest) 3 Class & Level
True Neutral Alignment
Crowley Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 16
+3
Dexterity 12
+1
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 14
+2
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+3 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+5 Athletics
+2 Deception
+0 History
+2 Insight
+4 Intimidation
+0 Investigation
+2 Martial
+0 Medicine
+0 Nature
+2 Perception
+2 Performance
+2 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+0 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
17
Armor Class
31
Hit Points
+0
Initiative
35
Speed
WeaponAttackDamage
Greatsword 1d20+5 2d6+3
Glaive 1d20+5 1d10+3
Javelin 1d20+5 1d6+3
Longbow 1d20+3 1d8+1
Attacks
Armor: All armor, shields
Weapons: Simple weapons, Martial weapons
Tools: Cobbler's Tools
Saving Throws: Wisdom, Charisma
Skills: Athletics, Acrobatics, Insight, Perception, Intimidation
Proficiences
Lay on Hands: 15 pool (5 to cure)

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.


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.



1st Level (3)

Bless
Casting Time: 1 Action Range: 30ft Components: V, S, M (a sprinkling of holy water) Duration: Concentration, 1 Minute Cast at Level 1 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Compelled Duel
Casting Time: 1 Bonus Action Range: 30ft Components: V Duration: Concentration, 1 Minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesnt restrict the targets movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Wisdom saving throw (DC: 12)


Shield of Faith
Casting Time: 1 Bonus Action Range: 60ft Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, 10 Minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.



Oath of Conquest

Armor of Agathys
Casting Time: 1 Action Range: Self Components: V, S, M (a cup of water) Duration: 1 hour A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.


Command
Casting Time: 1 Action Range: 60ft Components: V Duration: 1 Round Cast at Level 1 You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target cant follow your command, the spell ends. Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop: The target drops whatever it is holding and then ends its turn. Flee: The target spends its turn moving away from you by the fastest available means. Grovel: The target falls prone and then ends its turn. Halt: The target doesnt move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Wisdom saving throw (DC: 12)


Channel Divinity

Conquering Presence
You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.


Guided Strike
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

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.


Spellcasting
1 splint armor
1 greatsword
1 glaive
5 javelins
1 longbow
1 quiver
20 arrows
4 potions of healing
1 holy symbol (Crowley)
a bandolier
a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 rations
a waterskin
50 feet of hempen rope
A set of common clothes

347 gp


Equipment
Factionless
Faction
The Mad Man
Stat Array
Chosen Racial Feat:
Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. -Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.


Fighting Style:
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Languages: Common, Elven

Plainsrunner: Walking speed increased by 5ft.

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

ambthecreative.

Statblock Type

Verum Character Sheet

Link/Embed