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Akhunuhikamu'Anike

Wycendra Race
Origin
Paladin Oath of the Crown 9 Class & Level
Lawful Neutral Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 15
+2
Dexterity 14
+2
constitution 16
+3
intelligence 13
+1
wisdom 16
+3
charisma 20
+5
Total Hit Dice 3
Hit Die
1d10+3
+4 proficiency bonus
+6 Strength
+6 Dexterity
+7 Constitution
+5 Intelligence
+10 Wisdom
+11 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+1 Arcana
+2 Athletics
+4 Deception
+1 History
+6 Insight
+7 Intimidation
+1 Investigation
+3 Martial
+6 Medicine
+1 Nature
+6 Perception
+4 Performance
+6 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 

MV

Prestige
2
Attunement Slots
22
Armor Class
104
Hit Points
+2
Initiative
30
Speed
Attacks
Light, Medium, Heavy, Shields

Simple, Martial Weapons

Wisdom, Charisma

Skills: Intimidation, Insight, Medicine, Perception, Persuasion

Tools: Dulcimer

Languages: Common, Primordial, Draconic
Proficiences
PP: 11 GP: 19 SP: 9 CP: 8

Weapons
Winged Spear
Javelins x5


Armour
Chain Mail
Shield


Misc
Explorer's Pack
Holy Symbol of [TBD]
Traveler's Clothes
Dulcimer
Hand Piece (10gp)


Impact Plate
This resilient plate mail was made by dwarves but magically resizes to fit the wearer's stature. While wearing it, you have resistance to bludgeoning damage, and you don't take any falling damage when you fall no farther than 100 feet


Bulette Bulwark
This leather-wrapped shield was made from the armored body of a bulette and still retains some of its natural properties. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

In addition, the shield has 3 charges and regains 1d3 expended charges daily at dawn. While holding the shield, you can use a bonus action to speak the shield's command word and expend 1 of its charges. When you do, you gain tremorsense out to a range of 30 feet. This effect lasts as long as you concentrate (as if concentrating on a spell), to a maximum of 1 minute, or until you drop or stow the shield.

Equipment
16/15/15/14/14/13
Stat Array

Wycendra


+2 Wisdom, +1 to whatever once per day

Rhythms
All Wycendra can hear the universal drums of the world, and as such can tune into different rhythms. At dawn, a Wycendra chooses a rhythm to embody, and gain a +1 in an attribute of their choice.


Singsong Voice
Due to the constant pounding of the drums, Wycendras speak in a rhythmic manner and gain proficiency in their choice of persuasion, intimidation, or deception.


Natural Armor
The rock-like marbling of the Wycendra's skin enhances their defenses, and as such have an AC 12+Constitution modifier to their AC when not wearing armor. This can be chosen if your current armor gives less AC, and you can apply a shields bonus AC.


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 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.


Fighting Style - Defense
At 2nd Level, you adopt a style of Fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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.


Spellcasting
By 2nd Level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does.

Preparing and Casting Spells

The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your Paladin Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Paladin Spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of Paladin Spells equal to your Charisma modifier + half your Paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 5th-level Paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Paladin spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Spellcasting Focus

You can use a holy Symbol as a Spellcasting Focus for your Paladin Spells.


Divine Health
By 3rd Level, the Divine Magic flowing through you makes you immune to disease.


Sacred Oath
When you reach 3rd Level, you swear the oath that binds you as a Paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

Your choice grants you features at 3rd Level and again at 7th, 15th, and 20th level. Those features include Oath Spells and the Channel Divinity feature.

Oath Spells
Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath Spells don’t count against the number of Spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the Paladin spell list, the spell is nonetheless a Paladin spell for you.

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.


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.

At 18th level, the range of this aura increases to 30 feet.

Oath of the Crown


Oath Spells
Paladin LevelSpells
3rdCommand, Compelled Duel
5thWarding Bond, Zone of Truth
9thAura of Vitality, Spirit Guardians
13thBanishment, Guardian of Faith
17thCircle of Power, Geas


Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.


ASI and Feats


Level 4: +2 Charisma
Level 8: +2 Charisma
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

Kryptic36.

Statblock Type

Verum Character Sheet

Link/Embed