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Zherlius Dakaria

Tiefling (Zariel) Race
Daborak/Soldier In Training Origin
Paladin - Conquest 12 Class & Level
Lawful Neutral Alignment
Babylon Deity
The Crowsworn Faction
Sergeant Rank/Position
8 Loyalty
None Company

Strength 20
+5
Dexterity 11
+0
constitution 15
+2
intelligence 10
+0
wisdom 11
+0
charisma 18
+4
Total Hit Dice 10
Hit Die
1d10+2
+4 proficiency bonus
+9 Strength
+4 Dexterity
+6 Constitution
+4 Intelligence
+8 Wisdom
+12 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+9 Athletics
+4 Deception
+0 History
+4 Insight
+8 Intimidation
+0 Investigation
+4 Martial
+0 Medicine
+0 Nature
+0 Perception
+4 Performance
+8 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
31
MV
0
Prestige
3
Attunement Slots
21
Armor Class
105
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Longsword 1d20+9 1d8+6
Long Spear 1d20+9 1d8+5
Tonfa 1d20+9 1d6+5
Great Bow 1d20+9 1d12+5
Lance 1d20+9 1d12+5
Javelin 1d20+9 1d6+5
Attacks
Arms & Armor
All armor, shields
Simple weapons, Martial weapons, Steton Greatbow, Tonfa, Long Spear

Saving throws
Wisdom, Charisma
+4 to all from Paladin Aura

Skills
Insight, Martial, Athletics, Intimidation, Persuasion

Languages
Common, Wicked(Infernal), Celestial, Halfling, Primordial

Tools and Instruments
Viol Expertise, Mason's Tools, Smith's Tools


Proficiences
Save DC = 16
Attack mod = +9
Spellcasting
Weapons

x2 Silvered Longsword
x2 Silvered Tonfa
Steton Greatbow
X20 Steton Arrows
x1 Javelins

Armor
Iron Crown
Plate Armor


Warden's Black Wing
Warden's Black Wing - (Attuned)
Cloak - Major Rare (3,000 gp) - Attunement - Seems like it has a pair of dragon wings on them. You gain advantage on Dexterity (Stealth) checks while you are wearing heavy armor. When you take the Dash action, you can move an additional 20 feet. If you have the Charger feat, you can move an additional 40 feet instead and the attack you make with the feat has advantage. You have advantage on any ability check that involves jumping.


Bane of the False Ones
Long Spear - Major Rare - 2600gp - Attunement
The so-called 'dragons' are invaders. Imposters! Destroy them and their lands, and sow your own with their blood! This weapon deals an additional 1d4 lightning damage on hit. Lightning damage done with this weapon ignores resistance. Clear the Skies: As an action, you can launch this weapon at a flying creature above you. The target must be flying within the area of a cylinder that extends 1,000 feet upwards from you and has a radius of 150 feet centered on you. If you do, make a ranged attack (using Strength) with advantage. On a hit, the weapon deals its normal damage and casts Earthbind on the target (DC 14). If the target succeeds on the Earthbind saving throw, the spear teleports back to your hand. You can use this ability once per long rest. Base Material, Enhancement, Enchantment, Spell Invocation x1, Special Crafter"


Limb of the Unleashed One
1 Flail - Minor Very Rare (5600GP) - Crippling Attunement

A wriggling tentacle of the Mass Unleashed still moves....

Your Strength score increases by 2, up to a maximum equal to your ability score cap.

An Unfathomable Appendage - When attuning to this item you must select an arm. The Limb of the Unleashed responds as a hand is offered. Over the course of the attunement process it works its way up the chosen arm until it covers the entirety, up to the shoulder. At the end of the process you take [1d10] Piercing damage as the Limb of the Unleashed bites down and fuzes with its . The Limb of the Unleashed becomes as much a part of you as your arm was.

While attuned to this item the Limb of the Unleashed is able to perform all the functions of a normal arm except Somatic spell components.
If holding a shield or a weapon in the opposite hand, the Limb of the Unleashed is able to perform Actions that require a free hand while still functioning as a weapon.
If the Limb of the Unleashed is holding a shield, another weapon or is otherwise in use it cannot be used to make an Attack.
The Limb of the Unleashed is able to squeeze into Tiny spaces with a reach of 10ft.

Crippling Attunement - When you unattune from this item, the Limb of the Unleashed releases its bite from your shoulder, dropping to the floor. Your arm, having been devoured, does not replace the Limb. This effect can only be restored by a Regenerate spell or similar effect.
Writhing Mutations - Fusing with your body, blood flows between you and the Limb of the Unleashed. The Limb of the Unleashed feels like a part of you and you feel as though you can exert limited control over the mutations. As a bonus action, you can activate Writhing Mutations. Only one effect can be active at a given time and you cannot select the same effect twice in a row. This ability can be used a number of times per day equal to your Constitution modifier (minimum of 1), regaining all uses upon finishing a long rest.

When you activate Writhing Mutations roll 1d20.

On a 1 = You suffer one level of exhaustion as you fail to exert your will.
On a 2 - 19 = Choose an effect from the list below.
On a 20 = All 3 effects occur, bypassing the above restriction, and when the effects end you suffer one level of exhaustion.

Spiked Maul - Lasts 1 min. Where your hand would be forms hardened scales and protrudes spikes - Each attack made with the Limb of the Unleashed while Spiked Maul is active deals an additional 1d8 Piercing damage.

Wiggly Reach - Lasts 1 Min. The Limb of the Unleashed stretches and grows to a length of 15 feet and gains the Reach property. While this effect is active, attacks made beyond 5 feet with a weapon held by the Limb suffer disadvantage.

Ink Pustules - Pustules of black ink form along the Limb of the Unleashed - Lasts 1 Min. When an attack made with the Limb of the Unleashed successfully hits, the pustules burst and the target must make a DC 15 Dexterity saving throw or are blinded until the end of their next turn. This effect can only trigger once per round per target.

[This item is Glorybound]


Consumables
x5 Potions of Healing
X2 Scroll of Cure Wounds
x3 scroll of bless
32 crafting tokens
1 Basic Poison Reagent
No more uses of Conundrum's favorite Tobacco :(
1 Mob Barley Whiskey (25gp)

Adventure Gear
X1 Quiver
Holy Symbol - Babylon
X2 Manacles
x2 Bandoliers
2 empty vials
Pole of Collapsing


Tools and instruments
Viol
Mason's Tools - in bank
Smith's Tools - in bank


Carried by Horse
Splint Barding
X1 Quiver
x20 Steton Arrows
X2 Silvered Lances
Explorers Pack (Starting Gear)
Fine Clothes
Travelers Clothes
Two person Tent


1725gp

Current Carry Weight 117
Max Carry Weight 225

Current Mount Carry Weight 204 (Assuming base D&D barding weight rules)
Max Mount Carry Weight 540
Equipment
The Crowsworn
Faction
The MAD Man
Stat Array
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.

Hellish Resistance
You have resistance to fire damage.

Legacy of Avernus
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level 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 branding smite 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.


Soldier in training
Your were trained in keeping your balance and footing in combat. You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them. - Longsword +1


Blessings of the Krähewyrm
Loyalty 2 Benefit: Krähewyrm’s Plumage
Bird’s Eye View: You gain 10ft devil sight. If you already have devil sight it is increased by 10ft.
Loyalty 5 Benefit: Gift of the Dragon Crow You have fully unlocked the power bestowed upon your people by the Krähewyrm, and can unleash it upon your foes. As you move, feathers the color of the deepest abyss sometimes get left in your wake. Your shadow appears as if you have great, feathery wings, even if you have none. You may choose one of the following benefits. Once selected, the chosen benefit cannot be changed. These abilities can be used once per long rest.

Breath of the Darkest Night: You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. As an action on one of your turns while you have this fly speed, you can expel a burst of black, razor sharp feathers in either a 30 foot radius centered on you or a 50 foot cone emanating from you.. All within the area must make a Constitution saving throw (DC 15). On a failure, a target suffers 8d6 necrotic damage and is blinded until the end of their next turn. On a success, they take half damage and are not blinded. Using this attack removes your fly speed, and ends the ability.


Fighting Style
Defensive Fighting Style - AC+1


ASI/Feats
LVL4 Dual Wielder
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

LVL 8 Bad Blood
Prerequisite: Tiefling

The blood of dark powers flows through your veins, and a faint aura of ebbing darkness is visible around you. You gain the following benefits:
You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If you already have this ability from a different source, you gain an additional 30 feet.
You can magically manifest or conceal a halo of fiery darkness above your head as an action or bonus action. While it is visible, you gain access to the following abilities:
You shed an aura of shadows 10 feet around you, hostile creatures have disadvantage on Wisdom (Perception) checks to perceive creatures inside the aura. This effect can only be dispelled by light magic of a spell level that is greater than your Charisma modifier.
You can cast Darkness a number of times equal to your half your Charisma modifier (rounded down, minimum 1) per long rest.
Spontaneous Umbral Combustion. As an action, all creatures within 15 feet of you take 1d6 fire damage and 1d6 necrotic damage as you unleash an unavoidable torrent of blazing darkness. All damage dice for this ability increase by 1 for every five character levels. You can use this ability once and it refreshes on a short or long rest.

LVL 12 ASI +1 Strength +1 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

Captain Pandaman.

Statblock Type

Verum Character Sheet

Link/Embed