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Ary'xina Deatheaten

Drow (Elf) Race
Origin
Paladin (Redemption) 9 Class & Level
Chaotic Neutral Alignment
Kathik, Dutiful Reaper/God of Death Deity
- Faction
- Rank/Position
Loyalty
- Company

Strength 16
+3
Dexterity 12
+1
constitution 18
+4
intelligence 4
-3
wisdom 12
+1
charisma 22
+6
Total Hit Dice 5
Hit Die
1d10+4
+4 proficiency bonus
+3 Strength
+1 Dexterity
+4 Constitution
-3 Intelligence
+4 Wisdom
+8 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
-3 Arcana
+6 Athletics
+5 Deception
-3 History
+1 Insight
+5 Intimidation
-3 Investigation
+1 Martial
+1 Medicine
-4 Nature
+4 Perception
+8 Performance
+8 Persuasion
-5 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
1
MV
0
Prestige
3
Attunement Slots
20
Armor Class
85
Hit Points
+1
Initiative
40
Speed
Attacks
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise Kit, Violin
Saving Throws: Wisdom, Charisma
Skills: Athletic, Perception, Performance and Persuasion
Languages: Common and Elvish
Proficiences
Shield of Faith
Shield of Faith
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 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.


Protection from Evil and Good
Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Bless
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
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.


Command
Command
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
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 can't 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 doesn't 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.


Sanctuary
Sanctuary
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.


Sleep
Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.


Speak with Animals
Speak with Animals
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.


Misty Step
Misty Step
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Spellcasting
Longsword
Greatsword
2x Potions of Healing
Shield
5x Javelins
Explorer’s pack
Chain mail
Holy symbol
A musical instrument (Violin)
The favor of an admirer (Trinket)
Costume
5790 gp

Once per day if you were to be frightened you can instead choose not to be.

Death in Life
A holy symbol inhabited by a spirit who lost themselves in the Mire

Attunement - Paladin

Charisma +2

Death in Life – Once per long rest
Whenever a creature within 30 feet of you is healed for 15 or more HP from one source you may activate the items ability.
For the next minute the spirit within the item helps guide your attacks.
Your critical threat range is increased by 1 for each creature within 30 feet of you that is at full health.
If the item’s user is also within the radius of ‘Life in Death’ their critical threat range is increased by an additional 1 for each dead or dying creature within 30 feet.

Shining Plate (Attunement)
Plate armor that once belonged to the god Fashtar. It has been enchanted using the latent energy within it in order to deflect magical attacks.
Charisma Cap +2
Reflective Surface: You have advantage on magical saving throws for effects that require the target to see you.
Arcane Shield: As a reaction to a harmful single target spell being cast you may make a charisma saving throw. If you beat the spellcaster’s spell DC they must target you with that spell. You may use this ability twice per long rest.
Hugs! : Once per long rest you may distract an enemy foe. On your turn as a free action you may make a persuasion check against an enemies’ knowledge check DC. If you beat it they have disadvantage on all attacks and must target you with any harmful effects on their next turn.
Equipment
-
Faction
16, 12, 17, 3, 12, 15
Stat Array
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.

Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Channel Divinity: Rebuke the Violent
You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker 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 attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.


Drow (Elf)
Superior Darkvision
Your darkvision has a radius of 120 feet.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training
You have proficiency with rapiers, shortswords, and hand crossbows.

Keen Senses
You have proficiency in the Perception skill.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages
You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.


Entertainer
Skill Proficiencies: Performance
Tool Proficiencies: Disguise kit, one type of musical instrument (Violin)
Equipment: A musical instrument (Violin), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


Fey Touched
Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. (Speak with Animals)


+1 to INT from Birb
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

thedoomseer.

Statblock Type

Verum Character Sheet

Link/Embed